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Loius Woo
PATRIOT KNIGHTS
30
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Posted - 2012.05.13 16:34:00 -
[1] - Quote
After about 9 pages of discussion in this thread: Light Carriers
I have put together a more descriptive and detailed proposal. I have also changed the name from light carriers to Escort Carriers as that is a more apt description of their purpose.
Escort Carriers
There is a large gap in size, complexity, skill requirements, and combat power between battleships and capital ships. This large gap makes it difficult to have a steady progression from BS combat to capital combat and the fights tend to be either a BS fight or a capital fight. Part of this is due to the immobility of capital ships which cannot roam with the support fleet and must commit to combat by jumping. These ships also have an order of magnitude larger tank than BS class vessels.
To fill this gap, I propose the introduction of the Escort Carrier
Concept Art Credit: Kero40 Eve create a ship contest, 2010.
The escort carrierGÇÖs role would be to provide combat support to roaming BS fleet forces. They would have a tank that is roughly 1.5 times that of the average battleship, large drone bays, the ability to fit capital rep modules, and can travel via jump gates with BS fleets.
Each Escort Carrier would have both a drone bay and a fighter bay. Fighters cannot be launched in space with a security higher than .4. To launch a fighter in high sec would be a criminal act allowing other players to shoot you. The separate drone bay and fighter bay allows them to field fighters without having the ability to field endless waves of drones.
They would receive a bonus to drone control range (+100%) and a bonus to drones per level (+1 per level for a max of 10). They would also receive a 75% reduction in capacitor use for capital remote repair modules.
Possible Role in various gameplay styles
High Sec PVE These ships would provide roughly the same DPS as a BS once drone travel time is factored in, but given their large sig radius (Almost double a BS) and slow speed it would be difficult to AFK them in missions, at least no more or less difficult than BSGÇÖs currently. The high slots could be fitted for tractor beams and salvagers.
Lowsec/Null Sec PVE These ships would not be an ideal ship for ratting since they are slow and have roughly 45sec align times. There are just many more suitable ships for ratting in low sec/null sec space. For missions in NPC space, they would work just like the high sec PVE.
FW Escort carriers would give faction warfare players in high/low sec some capital like gameplay with larger ships and can provide combat support logistics to large BS fleets.
Wormholes These ships have 25% of the capacity in Corp hanger and ship maintenance bay of a carrier and would provide smaller wormholes (C2-C3) with some carrier like abilities so that they could function as mobile bases for WH corps in small WHs.
Null Sec Fleets Escort carriers, given their ability to move with BS fleets albeit at a slower pace, make them ideal for large BS gangs as support and logistics ships. With their ability to fit capital reppers but without any bonuses to them, they are able to provide short range, high capacity repair to BSGÇÖs without replacing the role of the logistics cruiser which has a much longer range and the speed and flexibility to keep up with HAC gangs. Escort Carriers would NOT be used in BC and below gangs. The align time alone would be a liability. But in large BS gangs, the align and speed are not as important.
As a support craft to capital ships, since they are able to put out a good amount of repair from Capital transporters, these ships would make excellent additions to capital support fleets. You can put several in the middle of other carriers to assist in logistics or assign them to be logistics for dreads. |

Loius Woo
PATRIOT KNIGHTS
30
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Posted - 2012.05.13 16:34:00 -
[2] - Quote
Minmatar Escort Carrier: Zephyr Minmatar Escort Carrier skill Bonus +1 Drone per level
Ship bonus 75% reduction in activation cost and powergrid of Capital shield transporters 100% bonus to drone control range
Structure HP: 11800 Armor HP: 11800 Armor Resists EM: 60% Exp: 10% Kin: 25% Thrm: 35% Shield HP: 11700 Shield recharge: 3932 sec Shield Resists EM: 0% Exp: 50% Kin: 40% Thrm: 20% Max Velocity: 112m/s Inertial modifier: .116 Align time:38.69 Mass: 207,200,000 Volume: 603900 Cargo: 735m3 Power Grid: 81250 Slots Low: 6 Mid: 5 High: 4 CPU: 650Tf Max Capacitor: 9000GJ Cap Recharge: 625sec Max targeting Range: 87.5 Max targets: 6 Sensor Strength: 38 Scan Resolution: 60mm Signature Radius: 560 Drone Bay: 525m3 Fighter Bay: 25,000m3 Drone BW: 250 Corp Hanger: 2500m3 Ship Maintenance Bay: 250000 |

Loius Woo
PATRIOT KNIGHTS
30
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Posted - 2012.05.13 16:34:00 -
[3] - Quote
Amarr Escort Carrier: Cataclysm Amarr Escort Carrier skill Bonus +1 Drone per level
Ship bonus 75% reduction in activation cost and powergrid of Capital Remote Armor repair systems. 100% bonus to drone control range
Structure HP: 14550 Armor HP: 14600 Armor Resists EM: 50% Exp: 20% Kin: 25% Thrm: 35% Shield HP: 9450 Shield recharge: 3375 sec Shield Resists EM: 0% Exp: 50% Kin: 40% Thrm: 20% Max Velocity: 82m/s Inertial modifier: .14 Align time: 46.52sec Mass: 206,400,000 Volume: 722,250 Cargo: 675m3 Power Grid: 85500 Slots Low: 7 Mid: 4 High: 4 CPU: 590Tf Max Capacitor: 11475GJ Cap Recharge: 795sec Max targeting Range: 92 Max targets: 6 Sensor Strength: 42 Scan Resolution: 55mm Signature Radius: 710m Drone Bay: 525m3 Fighter Bay: 25,000m3 Drone BW: 250 Corp Hanger: 2500m3 Ship Maintenance Bay: 250000 |

Loius Woo
PATRIOT KNIGHTS
30
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Posted - 2012.05.13 16:34:00 -
[4] - Quote
Caldari Escort Carrier: Sparrow Caldari Escort Carrier skill Bonus +1 Drone per level
Ship bonus 75% reduction in activation cost and powergrid of Capital shield transporters 100% bonus to drone control range
Structure HP: 13350 Armor HP: 10700 Armor Resists EM: 50% Exp: 10% Kin: 25% Thrm: 45% Shield HP: 13350 Shield recharge: 4045 sec Shield Resists EM: 0% Exp: 50% Kin: 40% Thrm: 20% Max Velocity: 80m/s Inertial modifier: .136 Align time: 46.11sec Mass: 210,600,000 Volume: 620,550 Cargo: 750m3 Power Grid: 82500 Slots Low: 4 Mid: 7 High: 4 CPU: 805Tf Max Capacitor: 10800GJ Cap Recharge: 748sec Max targeting Range: 110 Max targets: 6 Sensor Strength: 44 Scan Resolution: 45mm Signature Radius: 740m Drone Bay: 525m3 Fighter Bay: 25,000m3 Drone BW: 250 Corp Hanger: 2500m3 Ship Maintenance Bay: 250000 |

Loius Woo
PATRIOT KNIGHTS
30
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Posted - 2012.05.13 16:35:00 -
[5] - Quote
Galente Escort Carrier: Hades Galente Escort Carrier skill Bonus +1 Drone per level
Ship bonus 75% reduction in activation cost and powergrid of Capital Remote Armor Repairers 100% bonus to drone control range
Structure HP: 15850 Armor HP: 13300 Armor Resists EM: 50% Exp: 10% Kin: 35% Thrm: 35% Shield HP: 10750 Shield recharge: 3583 sec Shield Resists EM: 0% Exp: 50% Kin: 40% Thrm: 20% Max Velocity: 95m/s Inertial modifier: .124 Align time: 40sec Mass: 200,400,000 Volume: 679,500 Cargo: 800m3 Power Grid: 85500 Slots Low: 6 Mid: 5 High: 4 CPU: 705Tf Max Capacitor: 12960GJ Cap Recharge: 898sec Max targeting Range: 100 Max targets: 6 Sensor Strength: 43 Scan Resolution: 50mm Signature Radius: 725m Drone Bay: 525m3 Fighter Bay: 25,000m3 Drone BW: 250 Corp Hanger: 2500m3 Ship Maintenance Bay: 250000 |

Loius Woo
PATRIOT KNIGHTS
32
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Posted - 2012.05.14 01:20:00 -
[6] - Quote
Marwolaeth Arglwydd wrote: Also no Triage as this would be a small carrier. Not some large monster of a ship.
They DO NOT have triage. |

Loius Woo
PATRIOT KNIGHTS
32
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Posted - 2012.05.14 01:25:00 -
[7] - Quote
El Geo wrote:seriously? im just picturing how much use a support ship would be with 9km rep range, i mean imagine an orca jumping through a constellation gate and having to travel to rep someone, not going to happen
Capital logistics modules have a 15KM range not 9.
I would be willing to entertain a small boost to range, perhaps 15% per level of escort carrier so that at level 5 the range would be +75% for a total of 26.25KM. But the long range boost is something that Logis do well. If your not going to keep your ships close to this carrier, then you should get a logi cruiser...thier niche is mobility.
The capital rappers are what this has OVER a logistics cruiser. They rep for more per cycle, at a shorter range.
They aren't meant to be for fast mobile gangs, just more mobile than a capital jump drive. |

Loius Woo
PATRIOT KNIGHTS
32
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Posted - 2012.05.14 01:28:00 -
[8] - Quote
Liliana Rahl wrote:I thought we talked about this.
Fighters provide nothing useful and really shouldn't be included.
And I agree with the other guy, no capital reps. Large reps + a bonus to rep amount will have to suffice. This will make them unique from logis, as logis get a range bonus, not amount.
I'm okay with the ship bay as it allows refitting/storage/swapping of small ships (perfect for roaming around).
Fighters are what make these Escort Carriers and not Drone Battleships. They have less than half as many as Carriers, they don't have jump drives, they have 25% the corp hanger/ship maintenance bay, no ability to fit command modules, and don't get any of the other carrier bonuses. So I don't think these are stealing anything from carriers. |

Loius Woo
PATRIOT KNIGHTS
32
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Posted - 2012.05.14 01:44:00 -
[9] - Quote
Liliana Rahl wrote:Why do you want them to have fighters so badly?
Have you ever used fighters?
I have said why I want them included several times. The only argument I have heard against them were A: They would be OP in high sec, I fixed that by saying they are still restricted to low/null sec space and B: that they are for carriers....and these things ARE carriers, escort carriers.
Perhaps you can explain why an escort carrier with 5 fighters or 10 drones is a bad idea. |

Loius Woo
PATRIOT KNIGHTS
35
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Posted - 2012.05.14 16:15:00 -
[10] - Quote
Vaako Horizon wrote:I love this but no fighters... :D and no, ccp wont consider this...
Why no fighters? I have yet to hear a really compelling argument against them so long as they cannot be used in high sec. |
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Loius Woo
PATRIOT KNIGHTS
36
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Posted - 2012.05.14 19:47:00 -
[11] - Quote
Liliana Rahl wrote:Loius Woo wrote: Why no fighters? I have yet to hear a really compelling argument against them so long as they cannot be used in high sec.
I gave you a reason: the only benefit to having them would be assigning them and having them chase targets around a system (this is what fighters can do). And this is not something the ship should be able to do. It would mean that it can be safe somewhere at a POS or safespot assigning fighters. So if you agree that that ability should not be allowed, then there is no purpose to having fighters at all.
Why shouldn't it?
Please explain how Escort carriers doing something that carriers do now but with less effectiveness is a bad thing.
I agreed in my previous thread that fighters being able to do that IN HIGH SEC would be bad.
Not that using fighters in that manner at all would be bad. |

Loius Woo
PATRIOT KNIGHTS
36
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Posted - 2012.05.14 20:18:00 -
[12] - Quote
Liliana Rahl wrote:I thought the idea of it was that its a "roaming" ship. Being able to idle in a POS and assign fighters simply makes it a cheaper carrier.
If you are idling in a POS then you are doing what a carrier can do better and not using any of your other benefits... So that means you would be doing it wrong.
as has been mentioned, 5 fighters is not a lot of damage anyway so its not like you would ruin the game by sitting this ship in a POS.
But, it is much better being in the middle of the BS gang as you roam. |

Loius Woo
PATRIOT KNIGHTS
36
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Posted - 2012.05.14 20:24:00 -
[13] - Quote
Asuka Solo wrote: No ship maint bays. I have no complaints with a corp hanger tho.
But I have not yet made up my mind about this perceived faggotry of capital remote repping modules...
I was of the mind if we wanted a demi-carrier for hi-sec/escort use, then we shouldnt make it a repping boat at all. Thus, allow it to use large reppers but dont give it RR bonuses at all.
But looking much.. much better than your first topic.
Thank you for the compliment.
As for your concerns, Maintenance bays was a capitulation to the Wormhole crowd who want this to be a support ship for WHs that cannot fit full carriers in them. They are still pretty small. Either way, I am not sold on the maintenance bay. The Corp hanger is pretty needed IMO though.
Capital Reppers with no bonus to range or amount worked out better in the balancing of the capacitor and cap recharge than large reppers did. The issue is trying to give the ship a good sized rep amount without stepping on the toes of the Logistics ships and still giving enough Capacitor to run Xlarge self repair modules. With large reppers it was hard to do without being capstable using 5 large reppers if one was not using self repair. So, with the balance as it is, it can do capital repair at shortish range running 4 modules concurrently for about a minute before cap is an issue. And in case you didn't notice, there are no capital cap transfers on them, so you need more logistics train to keep cap stable.
In summary, capital reppers with a bonus to cap makes it less OP capacitor wise than large reppers with a bonus to rep amount.
To be useful in gangs it needs to do more than just pathetic DPS, as a stepping stone to carrier gameplay, the logistics made sense. Other ways of making them "support" would be doable, but would make less sense IMO. |

Loius Woo
PATRIOT KNIGHTS
36
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Posted - 2012.05.14 20:25:00 -
[14] - Quote
Liliana Rahl wrote:You're missing the point. The ship should have to be in combat on the field to be the support ship you want it to be. This no risk habitual crap in Eve needs to stop, not be encouraged.
I would argue that that is a problem with fighter mechanics, not a reason to not allow fighters at all.
And to use it properly, it would need to be in the fight. Otherwise it is providing really low DPS at the expense of 150mil worth of fighters...pretty dumb IMO. |

Loius Woo
PATRIOT KNIGHTS
36
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Posted - 2012.05.14 20:41:00 -
[15] - Quote
Loius Woo wrote:Fighters are what make these Escort Carriers and not Drone Battleships. They have less than half as many as Carriers, they don't have jump drives, they have 25% the corp hanger/ship maintenance bay, no ability to fit command modules, and don't get any of the other carrier bonuses. So I don't think these are stealing anything from carriers.
This is why, once again. I am not the only one that likes fighters for them.
It makes them more than a Domi, and they are still less than a carrier.
Carriers have 10+ fighters and a jump drive and 10X the tank, plus triage.
Supers have Fighters, Bombers, jump drive, can't dock and like 100X the tank.
Neither can use gates.
Drone BS's can use drones, have BS tank, some have drone bonuses, they can use Large remote rep modules, they can use gates. They can only use 5 drones at a time.
So, Escort Carriers (EC) niche breakdown vs Logistics, Battleships, Carriers and Supers. Tank BS is less than EC which are much less than Carriers which are much less than Supers
Drone/Fighters BS less than EC much less than Carrier much less than Super
Logistics BS less than Logi Cruiser less than or equal to EC less than Carrier less than Super
Mobility Logi Cruiser much greater than BS greater than EC much greater than Carrier greater than Super
DPS Logi Cruiser much less than EC equal to BS less than Carrier less than Super
I could give a more detailed breakdown with the appropriate ratios for each, but just relative position should work to explain where EC's fit in in the larger rubric of Eve Ships. |

Loius Woo
PATRIOT KNIGHTS
37
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Posted - 2012.05.15 00:27:00 -
[16] - Quote
Verity Sovereign wrote:If you want fighters, and want the ship to actually be on the field, you need a new class of fighter that can't leave the grid of the controlling light carrier. Perhaps they can still follow the carrier in warp so you don't have to recall them all the time.
What you propose is a fix for fighter mechanics in general and not within the scope of this discussion.
Verity Sovereign wrote:We already have logi boats, we don't need a bigger logi boat in high sec. I have stated numerous times how this is DIFFERENT from logistics cruisers and why that is important.
These ships are intended to provide MORE reps at SHORTER range for BURSTS of time with LITTLE mobility. Logistics Cruisers provide LESS reps at LONG range for LONG duration with HIGH mobility. So these fill a completely different role.
Verity Sovereign wrote:I want to see a battle carrier that can make its rounds in low sec, using jump gates. None of the off grid assigning fighter gayness, none of the super logi gayness.
Just a ship that does damage through smaller craft, that put out significantly more DPS than a Domi's drones can.
So you want a high DPS battle carrier with none of the other "gayness" play styles like support? Got it. Perhaps you should start for own thread with those ideas and see how they float. |

Loius Woo
PATRIOT KNIGHTS
37
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Posted - 2012.05.15 00:31:00 -
[17] - Quote
Liliana Rahl wrote:Fighter mechanics don't need a change. They work fine as they are currently implemented.
This ship does not need fighters. Simple as that. If you really want fighters, get a carrier or supercarrier.
Very well, your opinion is noted that you feel fighters belong only on capital class vessels.
I appreciate your input. |

Loius Woo
PATRIOT KNIGHTS
37
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Posted - 2012.05.15 00:33:00 -
[18] - Quote
Im Super Gay wrote:Logi spam is annoying and very powerful as is, the only thing keeping the logi spam from being op is their cruiser sized buffer. Now if you give players a BS sized dedicated logi ship that has more buffer and more remote repping power, you've created the latest ship that every subcap fleet will use and abuse because you've fixed the only flaw of logis and gave it little drawbacks.
Drawbacks: Slow ship Short logistics range NOT cap stable any way you slice it (about a minute with 4 reps on, less with self rep) Cannot fit similar sized cap transfers
So you see, it has drawbacks. It fills a totally separate support role than that of the logistics cruiser. I know, I fly logistics almost exclusively. There is room here for more than one class of ship without breaking the game. |

Loius Woo
PATRIOT KNIGHTS
37
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Posted - 2012.05.15 00:37:00 -
[19] - Quote
Lin Gerie wrote:I know you are adament on adding fighters but they are not needed if you are going to have a ship bay. Give a large bonus to flying regular drones as well as a bonus reducing the cost of drone modules installed on the ship. Give them a bonus to both repair range and perhaps even amount.
Since they cant field fighters the bonuses would help make up for the lack of damage output. Furthermore when you leave out fighters it allows for light escort carriers as well which could have a light or medium drone focus where as the heavy escort carrier which you mention here could have bonuses for all drones.
The ship bay already gives you fighter support in the form of frigates/destroyers or even cruisers depending on if its a light or heavy escort carrier.
So basically: remove fighters add a range bonus to logi modules add bonus to drone hitpoints damage ect
With this design you can have a heavy escort cruiser (larger then a BS like what youve proposed) as well as a light escort carrier which would be more the size of a BC and only receive bonuses for light and medium drones and have a slightly smaller ship bay.
In addition the drone bays on these ships would only allow for 1 full reload of drones. This will limit the options but also allow for them to be more focused allowing each faction to claim a specific role based on bonuses. Gallente for instance would be more focused on drones all around, so their ships would have a greater bonus to drone hp/damage ect where as caldari would get a larger bonus for shield transfer ect. This will mean that a mix of escort carriers will do more then a fleet of one races escort carrier.
It sounds like what you are talking about is a dedicated drone ship with two sizes (BS and BC).
This is NOT intended to be a dedicated drone ship, but an Escort Carrier, for all the reasons stated before. I get that people want a drone boat, but I think that is a very different niche than this ship.
Also, a ship bay doesn't give you fighters. They are totally different mechanics and totally different impacts on a fight.
And, giving them a bonus to logistics range and amount is exactly what Logistics Cruisers get and again, different niche.
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Loius Woo
PATRIOT KNIGHTS
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Posted - 2012.05.15 13:09:00 -
[20] - Quote
El Geo wrote: Fighters arent actually as amazing as some of you think, a maxed out Thanatos with 15 firbolgs only pushing 1800 dps (15 ogres 950 dps), restrictions on drone bay size would force the player to consider what they carry (25000m3) and the delegation option being the main use of fighters to my knowledge, also, fighters cant hit cruiser sized ships and under very well, which further reduces the dps.
This is exactly why the Escort Carriers have a separate fighter bay and drone bay. A limited fighter bay (25000m3) allows up to five fighters.
Drone bay of 525m3 allows for 10 large, 5 sentry, 10 med, and 10 small concurrently for versatility.
They also DONT do a ton of DPS, that wasn't the point, as you pointed out. |
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Loius Woo
PATRIOT KNIGHTS
38
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Posted - 2012.05.15 16:13:00 -
[21] - Quote
El Geo wrote:
a drone bay of 25000m3 hmm lets look at this shall we, that can hold an aweful lot of drones
Look back at the original post.
These ships have a 25000m3 fighter bay and a 525m3 drone bay.
Drones won't be able to be put in the fighter bay or vice versa.
THis solves the "OMG carriers have ENDLESS drones" problem.
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Loius Woo
PATRIOT KNIGHTS
38
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Posted - 2012.05.15 20:19:00 -
[22] - Quote
Buzzy Warstl wrote:There is no reason why a light carrier needs to be able to carry fighters. Simply being able to field more heavies is sufficient, especially given the new drone damage module.
If a light carrier can field fighters, and moreso if it can assign them, it pushes too far into the niche of the current carriers.
How do you figure it pushes into the niche of carriers when carriers are: 10X the tank 2+ X the number of fighters 2.5X the remote repair range ABle to use Capacitor transporters Able to use Jump Drives Able to use Warfare Link modules Able to use Triage Module 3X the drone control range
I don't see how five fighters breaks into that tier of ship.
Also, the fighters are what make this a bridge between the world of BS's and the world of capitals. If they don't have fighters then they are only ever going to be used in BS fights, when carriers and dreads take the field, these would run away.
Fighters allows them to operate in both environments, scaling with numbers to be usable in cap fights, without giving up so much that they can't be used by BS fleets roaming in null.
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Loius Woo
PATRIOT KNIGHTS
44
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Posted - 2012.05.16 02:48:00 -
[23] - Quote
To the local capital rep question,
Capital Armor Repairer repairs for 9,600 HPs... Thats nearly ALL of the armor hit points on this ship.
Also, they take 2400GJ of cap, which is too much.
In the balancing of the capacitor and HP's it made more sense to boost the cap usage of the capital remote reps than to boost the amount of the large remotes because it allowed me to have large local reps be balanced with the size of the tank on them to begin with and still have capacitor issues if you are running all the remote reps.
I fought with the math for a while before I came to this conclusion.
In summary Large for both local and remote reps=underpowered repair for the ships size and role.
Large remote, capital local=too much tank for a short period (cap goes fast) and too little remote rep amount that is ALWAYS cap stable.
Capital both remote and local=HUGE tank and lots of remote rep, would have to make the capacitor the same as a carrier (which doesn't make sense) just to keep cap for more than 10 seconds.
Large local capital remote= ability to do burst remote rep for a large amount for a short period of time, but ability to use a moderate self tank while cap stable. So if you are under attack, you can't rep others and rep yourself at the same time which keeps this from being OP.
A bonus of 15% per level to remote repair range is fine by me. Thats not enough to screw with logis.
I am willing to give up on the fighters (grudgingly) if I can be convinced that the 10 drones would be just as good in large fights in null sec. Would it need more of a buff for that to work?
I still would prefer the fighters as that is what makes this better than other drone BS's. |

Loius Woo
PATRIOT KNIGHTS
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Posted - 2012.05.16 16:07:00 -
[24] - Quote
Retmas wrote:first off, general response: i think you're thinking of these in a bit smaller terms than i am. you're thinking of them being effectively battleships. i disagree with that - this ship feels to me to be a touch smaller than an orca, if you understand my meaning. so, you'd need capital legos to build the thing, but you could also afford to enlarge it slightly - not a carrier's capacitor and HPs of course, but something comperable to a freighter or orca's HP values. see where i'm going with this?
as for large fights in nullsec, if you're familiar with the PL fleet doctrine they call "slowcats", that should answer your question right there, although i dont see why they would alter it to a smaller ship class in their specific case. a TL:DR as i understand it for slowcats: patheon RR carriers (not triage, in other words) that have sentries stuffed full in their drone bays. launch, assist to target popper, recieve 13k alpha every 4 seconds in whatever flavor you choose. regardless, if you make this orca sized, you wont see it in nano roams, but the possibility of keeping a wing, or even a doctrine of these in a state of readiness for an alliance is signifigant, especially for home defense fleets. their ability to put damage down on many different sizes of ships, balanced by their material cost and slowness, would serve particularly well there imo.
i like your explanation of large local v. capital remote. i'm still not sold on the capital remotes, but i respect why you came to that descision.
i'd like to again highlight the 20% damage/HP per level versus the +1 drone per level. i think that'd be all the buff you need to make them viable - fighters unfortunately would not be viable in a combat situation in null that i can think of. i think it best that they be scrapped - it's still a carrier in the fact that it's a drone dedicated platform capable of launching more than the usual 5. (guardian-vexors not included, of course.)
I like how you structured your argument against fighters and as such I am willing to scrap the fighter argument unless someone smarter about carrier tactics than me can make the argument on more than aesthetics.
As for the drones, I feel it is a good idea to have 10 without the damage buff rather than 5 with a damage buff. This would allow them to field otherwise less fielded drones in certain circumstances that don't benefit from a damage buff (like ECM, Target painter, web, etc).
As for the sizing question with Orcas, I should point out that the shield and armor HPs of these are BETTER in most cases than the ORCA and the orca's only thing is structure (which is roughly 4X that of these) but since that can't be active tanked, it makes the overall tank ability about the same.
I should point out that the concept art that i stole from deviant art (but gave credit to the artist) has some dimensions that I think are too small. The concept art dimensions are that of a BS, I think these should be more like 1200-1500m long give or take. Their masses and such on the stats I posted are more in keeping with general scale (2X a battleship size) of an Orca. |

Loius Woo
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Posted - 2012.05.16 19:47:00 -
[25] - Quote
Front page edited to reflect input from everyone.
Fighters removed Drone bay expanded. Logistics buff to Capital remote rep range 15% per level.
I also explained the balancing of the capacitor and the repair modules a bit more in detail on the front page so as to avoid confusion.
I am still open to further iterations on the idea, just please keep the criticism constructive. |

Loius Woo
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Posted - 2012.05.17 13:27:00 -
[26] - Quote
Asuka Solo wrote:Loius Woo wrote:Front page edited to reflect input from everyone.
Fighters removed Drone bay expanded. Logistics buff to Capital remote rep range 15% per level.
I also explained the balancing of the capacitor and the repair modules a bit more in detail on the front page so as to avoid confusion.
I am still open to further iterations on the idea, just please keep the criticism constructive. After reading this, my support for this iteration took a nose dive.
Please explain, The idea is still undergoing evolution and so things are open to debate.
Though, after these changes, the general support for them has gone up so..be compelling. |

Loius Woo
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Posted - 2012.05.17 13:29:00 -
[27] - Quote
Xhaiden Ora wrote:Retmas wrote:your statement is invalid, this will be a capital ship on par with an orca or freighter. only, yknow, with teeth.
Seeing as battleship size/hull was tossed around in the first thread and is kicked around every second sentence here and battleship 4 is the main training hurdle. Thought we'd talked it down from a bigger ass capital carrier. In fact I thought that was the original point, wasn't it? >.>
They are like large battleships in a sense, they are also capitals in a sense.
They don't require capital ships skill, but they are the size or Orcas and require Advanced Spaceship Command (Like capitals and freighters).
They are designed to be used in conjunction with BS gangs. |

Loius Woo
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Posted - 2012.05.17 13:31:00 -
[28] - Quote
Myrkala wrote:One thing that is potentially a very powerful mechanic is if this ship enables you to refit, it would make BS gangs more versatile because they could refit in haste to adapt to a incoming or foreseeable situation, or even during fights. Think a bit about this, its a ship that can travel through gates and you can use it to refit...
So... ship fitting service? Would be a very nice option for WH dwellers too. Build price should be equivalent to an Orca or higher.
I can see how this ship could be nice for some doctrines, but as soon as you need mobility you are kind of miffed, then again most BS gangs are not very mobile.
This paired with the "warp 100km forward" module the devs are considering might be interesting...
They have ship maintenance bays... So yes, they have fitting service. But the ship bay and corp hanger are 25% the size of a carrier so there is not a TON of room for swapping out, but I see your point that it makes a BS gang a bit more versatile....working as intended.
Agreed that the warp 100km could make for some interesting doctrines. |

Loius Woo
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Posted - 2012.05.17 16:22:00 -
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mama guru wrote:We've been over this.
We don't need escort carriers we need our normal carriers to be cheaper and have their roles more clrearly defined.
Have we? Have we really been over this?
Cause I haven't seen you post in either this forum thread or my other one (linked on OP) and I scanned your posting history and don't see any posts in any thread that deals with this idea specifically.
So, please reread the original post where I said specifically that this is NOT a "fix capitals" thread, it is a NEW ship class idea thread.
If you feel that way about carriers, I suggest you start new thread, title it "Lets fix carriers" and post your idea. I will even read it and provide feedback if I can. Until you CONTRIBUTE to the conversation, you can't just pop in, say what you just said and pop out. Thats not how discourse works.
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Loius Woo
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Posted - 2012.05.17 16:32:00 -
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Lianail Deninard wrote:I definitely love the idea. However, I'm not into the bonuses to the reppers. It's a carrier. Give the bonuses to rep drones!
In order to have the same repair amount as ONE capital repairer, the bonus would have to be 1000% (10X) the rep amount of tech II repair drones.
Not to mention, then this would be encroaching on the territory of logistics cruisers (long range rep)
Also, you would be able to repair completely free of worries about capacitor.
So in summary, I think that this is a terrible idea.
Use of logistics drones would have its place, but they cannot take the place of capital reppers in this instance, it just doesn't work. |
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Loius Woo
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Posted - 2012.05.17 18:57:00 -
[31] - Quote
Lianail Deninard wrote: The drones lack of large amounts of repping capacity offsets the long range capability so it doesn't infringe too heavily on the role of the logistics cruiser. I was thinking of a 100% bonus per level. The same is true of the capacitor requirements. This is a carrier after all, not a rep ship. If this is for a BS fleet, and able to go where other capitals can't, then the repping should be on par with BS capabilities, not Capital ships.
Repping is NOT on par with capitals, the amount is on par, but it can't sustain that for even one whole minute without capital capacitor transfers from a cap ship. Read the balancing part about cap stability.
Lianail Deninard wrote: This may belong in another discussion entirely, but instead of having remote repping bonuses, allow Internal repping capability. A docked ship can be repaired at the same rate as a capital repper. This would require the creation of a new subsystem or module unique to carriers.
What? Docking? I don't even want to talk about how bad an idea that is and a can of worms it would be. How do they dock? How long? How many? Whats the point? Can they still be attacked?
In short, this idea is very very bad.
Lianail Deninard wrote:So far, I see this listed with BS Skills. But with the kind of capabilities this thing is going to have, it's as far above a BS as a BC is above a cruiser. Use the same model. Give it the capabilities, but add a new "Subcapital" skill, just like "Battlecruiser" is separate from cruiser. BC isn't on the required path from Cruiser to BS. The same would be true with this.
Consider requiring the use of subsystems just like T3 cruisers. Perhaps allow the carrier subsystems?
DIdnt you see "racial escort carrier skill" on the OP? Did you READ the OP? I have my doubts.
As for a T3 system, why? This is not meant to be a T3 ship, but a T1 ship of a sub capital combat ship.
Your posts (not only annoying in triple posting) lead me to believe that you simply didn't get what the original post was talking about since you seem to have no idea how these ships would be used.
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Loius Woo
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Posted - 2012.05.18 06:41:00 -
[32] - Quote
It seems that I am not getting any negative feedback at this point.
Can I take that as evidence that this is a good idea? |

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Posted - 2012.05.18 07:09:00 -
[33] - Quote
I think I would kill for a dev post in this thread... |

Loius Woo
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Posted - 2012.05.18 15:41:00 -
[34] - Quote
Xhaiden Ora wrote: I honestly don't care about capital ships nor ever want to fly one. I don't want nor need something to bridge me into capitals with capital specific abilities. Which is where all the contention seems to be coming from with this idea.
Actually all of the contention as far as I could see was with fighters or with questions regarding the right mix of logistics. Not anything about capitals.... unless you count capital reps, but that was more about the REPS than the CAPITAL part.
I understand you dont want bigger ships and that is fine, this is a bigger ship so it probably isnt what you are looking for and that is fine too.
Thanks for your input. |

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Posted - 2012.05.19 01:27:00 -
[35] - Quote
Zakuak wrote:Looking good now Loi...I support this.
Glad to see the fighters gone. I feel the EC should be that last stepping stone into caps and a nice drone bonus seems more on par with the progression. Good size, nice layout and well thought out.
Thank you |

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Posted - 2012.05.19 02:35:00 -
[36] - Quote
TheButcherPete wrote:The bonuses of all the ships seem kinda the same, blah blah same ship, different model / texture.
What would you suggest?
I could see an additional bonus dependent on race (like ECM bonus for caldari, capacitor bonus for Amarr or something, perhaps even a bonus to specific types of drones for each race)
Or do you suggest changing the bonuses that are there now to make them different?
Please provide some input, I am willing to discuss.
Some possible bonuses that I can think of off the top of my head are:
Caldari: 15% per level to effectiveness of EWAR drones.
Amarr: 5% bonus to armor resists per level
Gallente: 15% per level to drone damage
Minmatar: 20% bonus to drone speed per level
Just brainstorming. |

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Posted - 2012.05.19 02:45:00 -
[37] - Quote
Bob Niac wrote:been done to death.
racial orcas.
moving on.
I don't even know what this means.
What does this mean? |

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Posted - 2012.05.23 15:43:00 -
[38] - Quote
Daria Meridian Carlile wrote:Bumping for the pure greatness of the idea.
I would love to see a ship which is to the Orca, what a Carrier is to a Rorqual.
Thanks!
And I assume you mean a ship that is to the CARRIER what the Orca is to the Rorq.
Agreed, and that was part of the impetus for this idea in the first place.
Thanks for your support. |

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Posted - 2012.05.24 20:56:00 -
[39] - Quote
I thought of a possible addition to this idea and posted it here: Interceptors
With this idea (still has a lot of work to be able to be fully included) escort carriers would be a good addition to capital fleets and a great way for BS gangs to mitigate the LOLHOTDROP Supercarrier.
Thoughts? |

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Posted - 2012.05.25 18:39:00 -
[40] - Quote
Doggy Dogwoofwoof wrote:Loius Woo wrote:I thought of a possible addition to this idea and posted it here: InterceptorsWith this idea (still has a lot of work to be able to be fully included) escort carriers would be a good addition to capital fleets and a great way for BS gangs to mitigate the LOLHOTDROP Supercarrier. Thoughts? ok' this actully does make the escort carrier idea intresting. They trully would be escorts' but they wouldn't be truly OP in highsec. I like.
That was the point, thanks.
The ability to provide a hard counter to Supercarriers without making them OP in any other situation is a win I think.
Answers (to a better degree than already done) the "what is the role" question. |
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Posted - 2012.05.27 03:26:00 -
[41] - Quote
Helion Dhamphir wrote:Bump for one of the greatest ideas to be posted in a long time
Thank you.
What do you think of the Fighter Interceptor idea? |

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Posted - 2012.05.28 17:03:00 -
[42] - Quote
Shameless bump |

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Posted - 2012.06.02 00:04:00 -
[43] - Quote
Dragonv2 wrote:i really like the idea of have a ship for in between battleships and capitol ships, as it is the moment you get advanced spaceship command to only way to really get anything from it is to train it up to 5 immediately (unless you are going for the orca/rorqual) so this will allow to make that gap smaller perhaps requiring advanced spaceship command at lvl 3
As it is written right now, I think I required Advanced Spaceship Command 4, but either would work. |

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Posted - 2012.07.26 18:30:00 -
[44] - Quote
Saul Elsyn wrote:Well maybe a step back and a hard look at the ship's role and the comments made should be done.
1. Fighter mechanics at present allow safe-spotted fighter support on the field. In Hi-sec this has tons of inherent problems among them being that Concord has to be able to kill you when your drones give you a GCC. Being in a POS gives you protection from that. Therefore current fighters as we know them would be unsuitable.
2. There are worries that remote repairs from this ship would make Logistics Ships less useful in fleet warfare because the ship could fill that role. Admittedly a spider-tanking battleship fleet does that just as well.
3. Worries about cost/benefit and mobility to keep up with battleships.
Now my thoughts on this...
When I first heard the idea for an 'escort carrier' I immediately thought of a Charon-class Freighter with it's cargo-bays converted to a flight deck... I just did. Now, historically the role of Escort Carriers is to protect stuff like freighters, merchant ships, amphibious assault ships and so forth. They have 1/4 the capacity of aircraft of a fleet carrier and are meant simply to be a cheap alternative to fleet carriers.
To get something with a similar niche in EVE requires some hard thinking, and will unfortunately require a new type of fighter craft as the ability to field fighters is actually the definitive ability to the Carrier Skill in EVE. As we already have frigates named interceptors, my first choice of name is off the books as Interceptors as short range fighters that lack a warp drive would have been ideal.
Oh what the heck... Fighter Interceptors, there we go. Fighters that can't go to warp, Interceptors... which considering the ship's role is an Escort. Makes sense.
So what are Fighter Interceptors? Well... looking at the stats for Fighters and Fighter Bombers show a clear trend... Fighters have a sig radius of 100 or so... which is much closer to cruisers than frigates. Their weapons also have a signature of 125 meters, the same as a cruiser size turret. Fighter Bombers... or just Bombers as they've removed the second attack from them due to load issues are meant specifically to kill Dreadnoughts with their damage radius of 2.25 kilometers or so. Nothing but a Super Capital really takes full damage from them.
Interceptors are therefore the little brothers of Fighters with weapons with a signature and tracking comparable to frigate size turret and slightly less dps then a fighter. They should be fast with a speed of around 3 km/sec (compared to the 2km/sec of fighters or the 1.5 km/sec of Fighter Bombers). They also have less HP's and a smaller signature radius of around 40-50 meters. Their lack of warp drive will keep them from being abused and at 3km/sec with a viable reach they might be a decent weapon to use against Interceptors.
As for the Escort Carrier itself... I still really like the idea of a ship with the HPs and size roughly like a freighter, but shrinking it to be viable to keep pace with current Battleships would definitely need to be done... though the Freighter does probably give a good reference for how much EHP should be in an Escort Carrier.
I really like your rendition of Interceptor Fighters. Would need some balancing to make them nasty against smaller ships and larger ships when used in force. But overall I like the idea. |

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Posted - 2012.08.09 16:49:00 -
[45] - Quote
Griffin Omanid wrote:Liafcipe9000 wrote:Omnathious Deninard wrote:We don't need another logistics ship, if a high sec carrier were to be introduced i would say it should be a Attack Carrier, damage tank, no bonus to RR I know what you're saying, but that would be the first carrier that will be focused on combat instead of logistics. nevertheless that is a good idea which could bring a rather interesting change to capital ships. An Attak Carrier would be really interesting. But it still should get some High Slots (maybe 4), no Hard points, which can be used for Large Shield/Armor/Hull Repairer or Gang Links or Large Neuts/Nos, but without bonis for these moduls so that the Drones are still the main weapon.
If they were to have an attack bonus instead of an RR bonus, what should the bonus be?
Perhaps the best answer would be to have a tech 1 version of each Escort Carrier that are just like the OP, but with no bonus to RR at all, then have two Tech 2 versions, one with a damage bonus (call it an assault carrier) and one with an RR bonus (call it a support carrier), then the capital versions could just be called Fleet Carriers.
So in that sense, the full "family" of carriers would look like: Escort Carriers, T1 Battleship+ (combat role, general) Assault Carriers, T2 Battleship+ (heavy combat boosted for damage) Support Carriers, T2 Battleship+ (Logistics support, boosted as written in OP) Fleet Carriers, T1 Captial Super Carriers, T1 SuperCap
Thoughts? |

Loius Woo
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Posted - 2012.08.10 04:11:00 -
[46] - Quote
Omnathious Deninard wrote:Griffin Omanid wrote:Omnathious Deninard wrote:I find my self in conflict with the OP details surrounding the Support Carrier idea, if you give it a logistics bonus, it will make logistic cruisers less useful, if you give it ware fare links it will overshadow command ships, so in an attempt to become unique wile still fitting with the theme of support I propose the following Racial battleship +1 Drone control per level +20% Drone control range per level The skill name I could come up with to best describe this class of ship would be, War Ship +5% to the effectiveness of (racial ewar drone) and Shield maintance bots (minmatar and caldari)/Armor repair bots ( amarr and gallente) +10% drone mwd velocity bonus and drone HP Ok, sounds better. It would replace the Support carrier, wouldn-¦t it? But wouldn-¦t the CHA be to much, a SMA would be quit usefull for this role. But because this one is much more agile then a carrier (fleet carrier) or super carrier, the supported fleet should also be more agile then a fleet with the capitals. This is different idea for a support carrier, filling the roles of ewar and minor logistics at the same time, the cha would allow for extra ammo and modules in the event a ships burns out a module or runs out of a needed ammo. Also i have never seen a ship that only had one or the other. So as far as the War Ships go there would be: Support Carrier, as above Assault Carrier, as posted before
A 5% bonus to utility drones is basically nothing. It boosts the heck out of ECM drones, but the rest would be a wasted bonus.
Also, I think it has been discussed at great length in this thread that the TYPE of logistics that a support carrier would provide is completely different from a logistics cruiser. Since a logistics cruiser is designed to provide long range consistent reps, while this is designed to provide shorter range, bursts of rep. I could see the argument for giving a hefty boost to logistics drones, but it would have to be substantial, like 30% per level increase in logistics drone rep amount per cycle and like 10% per level decrease in logistics drone cycle time. This, coupled with the ability to use 10 drones would make it capable of providing a good amount of repair. Either way, I think there is room in the logistics realm for more players.
Also, someone pointed out that warfare links would intrude on command ships but I disagree, since T1 battlecruisers already get some ability to use links anyway. If you want to put gang links in the highs, I say go for it. |

Loius Woo
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Posted - 2012.08.10 15:59:00 -
[47] - Quote
Ive been thinking and would like to propose the following changes based on feedback.
Escort Carriers: Tech one ships with a designed role of combat support to BS gangs. Skills, capabilities, bonuses are as described in the OP but with the following changes: Remove role bonus to fit capital repair, remove racial bonus to specific capital repair modules. Remove ship maintenance bay. ADD bonus of 7.5% per level to drone effectiveness. Drone effectiveness is defined as damage for combat drones, repair amount for logistics drones, Jam strength for ECM drones, SIg Radius boost for TP drones, web amount for Web drones...you see where this is headed? All the drones get 7.5% more per level at what they do.
Intended use is as listed in the original post, but without the ability to allow fittings changes, and without the ability to provide large logistics. The boost to drone effectiveness means that ANY drone is (at max level) 37.5% more effective than drones from another platform. This means the these ships can fill a wide variety of roles including some logistics from logistics drones, some ECM or EWAR from drones, some extra damage from damage drones, etc. The high slots would be used for utility like nuets or smart bombs or even large repair modules (but with no bonuses toward them). The corp hanger allows them to provide things like cap boosters, ammo, nannite repair paste, etc to their gang.
Assault Carriers: Tech two ships with a designed role of dealing damage via drones. Skills would be Racial Escourt Carrier 5, Drone Interfacing 5, Drone Navigation 5, Assault Carrier 1. No role bonus to fit capital repair No ship maintenance bay. ADD 99% reduction in CPU need of warfare link modules. ADD T2 resists. ADD Racial Resist bonus 5% per level Remove drone effectiveness bonus, replace with 15% per level bonus to drone damage. ADD 5% per level to drone control range. Add 1 low slot to all to allow drone damage mod.
Intended use is as a gank ship with high DPS and pretty good damage. Having all of your gank in drones means that your weapons can be destroyed however and that keeps these ships from being overpowered. The extra resists would give them a really good buffer tank. And with the 15% boost to damage per level, a max level pilot with all ten drones out would be doing as much damage as 17.5 drones from other platforms. In addition, the range bonus makes them able to use their drones from very very far away. The warfare link module allows this ship to plus up a gang in the same way a T1 battlecruiser can, but note that it cannot use more than one at a time, so it is NOT a command ship. Other high slots would be for combat utility most likely like smart bombs or nuets.
Support Carriers: Tech two ship with a designed role of support and logistics for sub capital and capital fleets. Skills should be Racial Escort Carrier 5, Drone interfacing 5, Repair Drone Operation 5, Logistics 4, Support Carrier 1. Retain bonus to fit capital repair modules Receive NO bonus to repair amount or range. Nerf capacitor so that the ONLY way to run the capital repairers is with capital energy transfers from real capitals. ADD Ship maintenance bay with the size listed on the OP. ADD bonus, 20% per level to non-combat drone effectiveness. ADD bonus -10% per level to logistics drone cycle duration.
Intended use is as a support/logistics carrier for BS gangs by providing ship fitting capabilities to re-ship in mid roam and also provides some logistics capabilities or other capabilities for any drones that are not "Combat Drones" this includes Combat Utility Drones, Logistics Drones, EWAR drones, etc. The 20% per level means that non combat drones are as effective as a double number of un-bonused drones, add in the 10% per level to logistics drone duration and 10 logistics drones become as effective as 40 logistics drones from a different platform making these ships good at logistics for sub battleship gangs, and decent for battleships as well. If I have done the math right, the Logistics cruiser would still be better suited. 10 Heavy Armor Maintenance Bots=1800 armor per 2.5 second cycle=720DPS reps with the drawbacks that they cannot be changed from one target to another quickly since they have to travel, and the enemy can shoot them. In order to get the same repair from a logistics cruiser, you can put 4 large remote armor repair modules on the same target, the target can be switched quickly with the drawback that the logi can be jammed.
Intended use as a support to capital fleets would be as additional repair capability. If cap is balanced correctly, then a single capital energy transfer from a real carrier should allow these ships to provide much increased remote repair capacity. This role would only be viable when receiving energy from capital ships though. |

Loius Woo
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Posted - 2012.08.10 16:10:00 -
[48] - Quote
Skippermonkey wrote:Liliana Rahl wrote:Fighter mechanics don't need a change. They work fine as they are currently implemented.
This ship does not need fighters. Simple as that. If you really want fighters, get a carrier or supercarrier. No to fighters, anything this ship has should be able to be used in hisec, so let it use drones.
This comment is from pretty far back and the fighters were already removed from the OP. |

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Posted - 2012.08.10 16:34:00 -
[49] - Quote
Hans Zwaardhandler wrote:Escort and support carriers are looking good so far, but I have to ask, why give gang link bonuses to the Assault carrier instead of the support carrier or something else along those lines? Why not give it a bonus towards drone enhancing mods such as range, navigation, and such, instead of the gang links. Additionally, I assume that these carriers are going to be packing a heavy tank, bridging the gap between battleship and carrier with the Assault carrier of course having perhaps the closest between the two in terms of defensive capability.
Giving gang links to the support carrier would give it too many hats to wear IMO. The Assault carrier is meant to be a brawling kind of ship with straight damage and a little extra range on its brethren. Also, the T2 resists coupled with the base stats being 1.5 times that of a battleship gives it the highest EHP of any sub capital ship in Eve currently. I didn't want to boost the drones MORE than they already are because I felt it would be a bit OP.
Just doing the math, an Assault Carrier would already be able to out DPS most BS's just by using drones, and they can do it from like 100+Km and are pretty immune to EWAR. If I added drone hit points or speed boosts to them, I think it would be a bit much.
Besides, just consider that an assault carrier with 10 light drones would melt whole gangs of T2 frigs.
The gang link for the assault carrier was also to give it something to bring to a gang of BS's that the gang wouldn't get from other battleship class vessels but only able to use one means it is still better to bring a command ship if your gang is big enough. |

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Posted - 2012.08.10 16:36:00 -
[50] - Quote
Bloodpetal wrote: I'd like to see more Mid-Size Caps i.e Orca, Freighter size stuff that is combat ready as stepping stones up.
I unfortunately don't think that a light carrier adds anything to this potential, and I think we need a more unique role concept.
Like what?
I am already working on a light dreadnaught idea....
But please don't just come in and say "I think this idea doesn't add anything, we need something better" without stating WHY it adds nothing and without proposing the something different. |
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Posted - 2012.08.10 17:09:00 -
[51] - Quote
Omnathious Deninard wrote:The proposed idea that support carriers would need capital energy transfers makes them useless in high sec, that us the point behind this thread high sec carriers, the cost of the t2 assault carrier with unbonused links means everyone would use Command Ships for there boosting. Without any sort of drone HP boost smart bombs would rip apart all drones that came near the ships. No speed boost makes heavys useless also. They have said during the test of the DDA that it is impossible to reduce drone cycle time. Support carrier would work well as CHA, SMA, 7.5% racial ewar, 15% racial logistic drone repair amount. Assault carrier 10% drone damage and HP, 10% drone mwd velovity , resist bonus caldari/amarr rep bonus gallente/minmatar
I disagree with you entirely.
Capital energy transfer means that in 0.0 fleets, they are likely to be used for capital repair, in BS gangs, they would likely be support and drone based logistics. This means basically two ships in one depending on the fitting and the intended use. unbonused links on the assault means that there is an additional use for the utility highs (no launcher or turret hard points remember). Command ships are for larger gangs or for specific boosting roles. The single unbonused link on the assault is for that little extra.
The drones shouldn't get a hit point bonus because the amount of damage they do means they should be vulnerable. Besides, not everyone fits smart bombs. No speed boost means the heavies are good for shorter range engagements or slow opponents (like other high damage weapon types), giving them a speed buff makes then OP.
If it is in fact impossible to reduce drone cycle time (I doubt anything to do with computer code is impossible to change) then the buff could be altered to change rep amount further, or increase rep range so they start earlier, or any number of things.
Restricting the drone buffs to racial types is too restrictive IMO. Who would fly the Minmatar one if you only get a boost to TP drones?
10% Bonus to drone damage on the assault is not enough. Its meant to be a gank ship.
And, the point of the thread was NOT high sec carriers, it was MOBILE carrier-like ships to bridge the gap between BS's and Capitals. Thats a big difference. |

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Posted - 2012.08.10 17:28:00 -
[52] - Quote
Omnathious Deninard wrote:If you are in null sec with capitals, fighting capitals, then you would have triage carriers to rep. Without a speed bonus fast ships will take your drone for a ride then blow them up very quickly, heavies can't go 20k without getting destroyed. The idea behind racial ewar bonuses is that it makes the ships unique to each race, like auto cannons, or beam weapons. A 10% damage increase gives sentries the ability to do 900 dps before DDAs. There is no gap between BS and caps, they have mentioned that there are removing the battleships V requirement for capital ships. This thread would make an interesting new battleship, and then a new type of t2 battleship. Capital carriers are fine, supers need a little bit of a look, but that is another thread.
You are missing the entire point.
I have been at BS 5 on my main for over a year and I am not yet into a capital ship. Why? Because the skills needed to get into a capital and fit capital modules takes so long that it is not worth the time when I could be getting more bang for my buck with filling out my sub cap skills.
Also, you never see a fleet battle of a bunch of battleships and a could of capitals, or vice versa. Capital fleets and support fleets have different voice channels and chat channels and FCs most of the time.
There is no blending of the two. ONce you get into a capital, you don't deal with sub caps as much.
The advanced spaceship command skill is a filler to make it take longer to get to capitals. Not a useful skill.
So, there is a gap.
Yes, if you are in null sec with capitals, you will have capital reps. Agreed. But your capital reps on the carriers can't follow the support fleet around at all if they have to jump over one gate. This bridges that gap a little bit in a small way.
Racial wear doesn't make them different, it makes Caldari OP ECM boats, and Minmatar useless. The distinction between racials should be in how they are tanked and fitted.
I still think that an assault carrier with a speed boost and drone hit point boost makes them OP. You disagree. Lets agree to disagree.
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Posted - 2012.08.10 17:31:00 -
[53] - Quote
Hans Zwaardhandler wrote:Well, it would take just one eight highslot smartbomb equipped battleship to destroy the flock of drones that you have, and that will be hard to come up against unless they have fighter sized HP. Not suggesting that they be switched out for fighters, just saying that their survivability will be quite low.
Perhaps a hitpoint bonus for drones with the escort and support carriers, rather than the assault carrier (since of course it is built primarily around brawling and the sort.)
A full wrack of smart bombs will destroy a flock of assault frigs too...but that doesn't mean that assault frigs need a buff to cruiser or BC hit points.
Yes, a lack of drone hit point bonus means that they are vulnerable to smart bombs. That means that the 1000+ DPS that they can get has a good HARD counter to it.
The way it is written, with full skills, a full flight of 10 sentry drones shooting at a large slow target (like another BS) would be putting out more DPS at longer range than ANY OTHER SHIP IN EVE minus capitals. And that is ok for a T2 battleship+ sized ship that is designed to be a gank boat, but that needs to be mitigated by some weaknesses. If you leave sentries undefended or send heavies after a smart bomb BS then you deserve to have your DPS cut to nothing and lose. |

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Posted - 2012.08.10 18:15:00 -
[54] - Quote
Skippermonkey wrote:tbh.... we have carriers and supercarriers
we dont need a 'drone-superbattleship' or 'mini carrier'
now, a mini dread with no jump drive and 1/2 the dps of a sieged dread would go down a treat!
That would be a different type of ship for sure, and I have been thinking about how to implement such an idea.
However, saying "we don't need...." isn't helpful.
I have said many times and in many ways why this ship class would add something to the game. Do we NEED it? No. We also don't NEED more destroyers, or the Tier 3 BCs or marauders... But they ADD to the game.
So just because you wouldn't want to fly one doesn't mean we shouldn't ever have them.
As for the light dreads there are a few problems, and I will throw them out here cause I am interested in your thoughts, but I don't want to totally derail this thread.
Problem 1. What to call them. I would like to rename current dreads as SuperDreadnaughts. and make the new ones Dreadnaughts. Light dreads seems like a poor choice and heavy battleship seems kinda meh...
Problem 2. How to arm them and manage it well. First inclination I had was to have capital weapons with no siege mode. Then I thought what about battleship weapons WITH siege mode... The intended use of the "light dread" is to have a ship that excels at shooting BS's and is capable of putting stress on capitals while also being able to travel through gates instead of using jump drives. So the problem with capital weapons and no siege mode is that the DPS is pretty lackluster and the tracking is terrible. The problem with a siege mode of battleship weapons is that then the light dreads lose much of their mobility. I am not sure of any other method for achieving the desired effect, but I am sure there are some. Either way presents challenges for balance.
Now, back to Escort Carriers. |

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Posted - 2012.08.10 18:17:00 -
[55] - Quote
Hans Zwaardhandler wrote:
I am not suggesting that the extra hitpoints be given to the drones that the assault carrier would use, but rather the escort and the support carriers, which would be using (for the most part) other drones rather than heavies and sentries for the most part.
This I can agree with somewhat. Perhaps a 7.5% per level boost in drone durability and MWD speed. Would that do it? Just for the Tech one version. |

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Posted - 2012.08.10 23:25:00 -
[56] - Quote
Faelzeth wrote:I support this idea, adding Light Carriers would create more ship roles and further diversify combat.
Agreed. Diversity in combat is important. |

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Posted - 2012.08.11 19:39:00 -
[57] - Quote
Hans Zwaardhandler wrote:Some tentative names I came up with late last night for the possible three classes of carriers that are considered the primary ones.
Assault Carriers: Amarr: Rapture Caldari: Shrike Gallente: Chaos Minmatar: Thunderstorm
Support Carriers: Amarr: Saint Caldari: Albatross Gallente: Hermes Minmatar: Gale
Escort Carriers: Amarr: Disciple Caldari: Songbird Gallente: Asag Minmatar: Gleipner
I like them. |

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Posted - 2012.08.12 02:08:00 -
[58] - Quote
Hans Zwaardhandler wrote:Any ideas for the slot layout, bonuses, and other statistics that would be prevalent on these hull designs?
You mean for the Tech 2 versions?
The full stats are posted on page one for the tech one versions, and the post I made about the tech 2's outlines most of the differences between them and the originals. |

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Posted - 2012.08.13 11:46:00 -
[59] - Quote
Bump |

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Posted - 2012.08.13 18:49:00 -
[60] - Quote
Herping yourDerp wrote:escort carriers should be about 2 times as big as a BS have bonuses to range of small and medium RRs ( this makes the small RR modules useful) be allowed 10 drones at a time, but not fighters. the tank should be a bit more then a BS but much less then a capital.
basically, its a small carrier that can't ( or won't) use large or capital reppers, medium and small RR are worthless ATM, giving this ship a bonus too them might help, say, 400% range and 100% amount. ( small rep range is super small)
Why use small reppers?
If you can use 10 large rep drones, why use a small or medium repair module?
Especially why on a battleship+ size ship?
IF you want them to be useful, then create a logistics destroyer designed to repair frigs-crusiers.
Everything else you said is already in the OP. |
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Loius Woo
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Posted - 2012.08.16 17:29:00 -
[61] - Quote
ApolloF117 HUN wrote:BUMP
Thanks for the bump.
|

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Posted - 2012.08.16 18:54:00 -
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GeeShizzle MacCloud wrote:Loius Woo, i do really like your more streamlined proposal if the original escort carrier proposal. being: capital burst only remote reps large local reps small SMA no fighters bonuses to drones more than 5 drones out at one time
i think it covered several areas very well and was a well rounded idea. Then someone threw u an idea of a family of mini carriers and u went to town on them, even to the point of changing your initial well developed idea for the support carrier for the worse (imho).
keep the support carrier with burst only reps, keep the small sma for refitting on the fly, dont use fighters, have drone bonuses to help drones apply damage or effects sooner (its the major annoyance of drone boats) and if/when a CCP dev does grace us with their presence, see if its at all possible that it can have some auto repair for drones in the dronebay. after all, drones do get their shield hp back after being in the drone bay for a while.
keep the purity and elegance of this design, dont try and brainstorm some crazy family of mini carrier class that will be seen as a really big and dev-expensive project.
I can totally see where you are coming from and I agree that the simplicity is lost with the addition of T2 versions. As a concept, the T2 variation was meant to alleviate much of the hate and discontent that RR was creating and the fact that a lot of people seemed to want more of the pure damage kind of thing. So it was floated as a compromise.
As the original post is now, that would be awesome all by itself, the T2 stuff was merely meant as s discussion point for how it could due expanded to mollify the haters somewhat down the road.
I appreciate your support.
I will consider adding a note better explaining the reasons for the T2 post a few pages ago. |

Loius Woo
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Posted - 2012.08.16 19:07:00 -
[63] - Quote
GeeShizzle MacCloud wrote:soz i just re-editted my post there! lol! but gives u some more interesting things to consider!
I see that, yea thanks. |

Loius Woo
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Posted - 2012.08.16 21:04:00 -
[64] - Quote
ugh zug wrote:we have one, its called a rattlesnake.
You must not have read the whole thread, cause someone already said that...and got shot down for lacking reading comprehension.
Thanks for the bump though. |

Loius Woo
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Posted - 2012.08.16 22:48:00 -
[65] - Quote
Hans Zwaardhandler wrote:To be quite honest, their needs to be a niche filled between battleships and carriers, as well as possibly adding a ship in Eve that is purely drone focused (not fighter or fighter bomber, but drones), and the escort carrier and it's offshoots would definitiely fill those roles quite admirably.
I agree. They also could provide a much needed stop gap in the skill requirements between BSV and Capital ships. |

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Posted - 2012.08.17 18:27:00 -
[66] - Quote
Nikk Narrel wrote:I don't believe it matters how many threads the topic has, just so long as a DEV see's the idea eventually.
Fingers crossed for ya.
LOL, thanks.
I dont anticipate CCP putting any traction on something like this till AFTER tiercide is done anyway, but enough people seem to be committed to keeping it on the front page that it might just stay popular that long. |

Loius Woo
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Posted - 2012.08.18 18:38:00 -
[67] - Quote
Vakr Onzo wrote:If I may be permitted to post my Light Carrier proposal that I wrote oh about a little over 4 years ago. Yes having more drones out on field is not a good idea at all (this was when I was just starting out, still a rookie). But I do honestly believe using the Tier battlecruiser hull as a base for the Light Carrier has merit (each racial Light Carrier list the battlecruiser hull they're based of or should be a variant of). Still yes there are many flaws with the proposal. So here it is. Quote:My proposal is to have a carrier type ship that is non-capital and be reasonably affordable; the Light Carrier. It is suitable to players that are just starting out. It in turn will breath new life into the original vision of the Carrier, a support platform for corps to use in low sec and 0.0 areas. The size of the Light Carrier and her drone complement allows her to operate in the high security areas. It is a way to beef up drone and logistic capabilities of a small fleet or a skirmish group where a Carrier is too large or costly.
In the universe of the EVE Online, the Light Carrier would have been brought about by a need to quickly built carrier type ships by using existing hulls such as those of Tier 2 BattleCruisers to supplement Carriers and Motherships which are rare in numbers. Drake hull would have her missile bays ripped out for multiple smaller drone hangers in their place and so on for other hulls.
The Gallente still retain the edge in the Drone field by having BattleCarriers (warships with the ability to fit a competent armament and field decent group of Drones at same time) and Drone quality (combat bonuses).
The Light Carrier should be able to fit a popgun armament or none at all, relying solely on her drone complement to project her firepower. It does not have a Jump Drive and a Ship Maintenance Bay. An optional suggestion is to have the Light Carrier is capable of fitting a Triage module; this would require a large increase in the cargo capacity in order to carry fuel for the activation cost.
I hope this would inspire you to use the concept behind the Light Carrier if not the actual proposal itself.
Layout of the Light Carrier Proposal
Applicable to all Light Carriers -Drone Bay: 150 m3 -Drone Bandwidth: 100 Mbit/sec -Slot layout as per racial preference -Light Carrier Role Bonus: 100% bonus to Drone control range and 99% reduction in the CPU need of Warfare Link Modules
Amarr Light Carrier; Harbringer Hull -Amarr Battlecruiser Skill Bonus: 200% bonus to Energy Transfer Array and Remote Armor Repair System range and 40% bonus to Armor Maintenance Bot transfer amount per level - T2 ship (to be named; Light Carrier?) Bonus: 5% bonus to DronesGÇÖ armor resistances and can deploy1 additional drone per level
Caldari Light Carrier; Drake Hull -Caldari Battlecruiser Skill Bonus: 200% bonus to Shield Transport and Energy Transfer Array range and 40% bonus to Shield Maintenance Bot transfer amount per level - T2 ship (to be named; Light Carrier?) Bonus: 5% bonus to DronesGÇÖ shield resistances and can deploy 1 additional drone per level
Minmatar Light Carrier; Hurricane Hull -Minmatar Battlecruiser Skill Bonus: 200% bonus to Tracking Link and Shield Transport range and 40% bonus to Shield Maintenance Bot transfer amount per level - T2 ship (to be named; Light Carrier?) Bonus: 5% bonus to DronesGÇÖ tracking speed and can deploy 1 additional drone per level
Gallente Light Carrier; Myrmidon Hull -Gallente Battlecruiser Skill Bonus: 200% bonus to Remote Armor Repair System range and Tracking Link range and 40% bonus to Armor Maintenance Bot transfer amount per level - T2 ship (to be named; Light Carrier?) Bonus: 10% increase to drone hitpoints and damage dealt by drones and can deploy 1 additional drone per level
I think this is a totally different kind of idea from what i have proposed. Furthermore, this idea IS just what people keep saying which is "use a rattlesnake, or a gila, or a domi, etc".
What I have proposed is not just a drone boat but a subcaptial ship the size of an orca, with uses for skills needed to get to capitals, and a large tank, able to bring utility and support to BS gangs.
So I dont think that your proposed version of light carriers really makes any sense in this thread.
Sorry |

Loius Woo
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Posted - 2012.08.19 02:24:00 -
[68] - Quote
Griffin Omanid wrote:
Another good side effect of light carriers could be that there will be no more Guys who uses there Carriers for ratting or missions.
I think you would see more people using Escort Carriers with maybe 5 heavies and 5 sentries out at once instead of carriers to rat or do anomalies. Full Carriers are pretty vulnerable on their own. |

Loius Woo
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Posted - 2012.08.21 23:38:00 -
[69] - Quote
Bump |

Loius Woo
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Posted - 2012.08.22 18:25:00 -
[70] - Quote
Ryshca wrote:Awful idea, there is a good reason why there is no stronger sub-cap than the BS. And i have to disapoint all of you guys, there won't come that one imba ships which will kill everything else, with its tousands combined roles (large dmg, logistic, mining?, ecm?) in one ship. It would just break the game, so as supercaps broke the game with their combined roles of different ships. Think about a ship whichs fills out a real gap, logistic carrier which can fly with battleships isnt one it, you got logistics cruisers for sub-caps which are strong enough and you got carrier/motherships for caps.
You either didn't read the thread or you assumed that some of the terrible ideas posted in it have been carried through.
By your logic, if Battleships didn't exist now and the progression was Battlecruiser > Capitals then the suggestion of adding a "Battleship" class would be game breaking because it would "do everything" and we already have ships that do those things, but smaller...
Make an actual suggestion. Read the F&I rules about constructive arguments then come back. |
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Loius Woo
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Posted - 2012.08.22 18:28:00 -
[71] - Quote
Omnathious Deninard wrote:From what i have gathered, the op wants it to do everything a carrier can currently do without a triage module and no jump drive, less training time and a smaller price tag
How do you get that impression?
Much much less remote rep ability than carriers
Much much less tank than carriers
No fighters
SO how does it do everything a carrier does? |

Loius Woo
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Posted - 2012.08.22 19:22:00 -
[72] - Quote
Omnathious Deninard wrote:ApolloF117 HUN wrote:i think somebody don't have carrier there :P I more saw it as "I dont want to invest in a carrier" it is a gimped carrier. What new role will this fill?
I have a carrier, I am admittedly not a multi year alliance war carrier pilot veteran, but I do have a carrier.
I legitimately feel that the following are true: 1. Skill requirements to get into a battleship are much much less than to get into a carrier 2. SKill requirements for capitals are sufficiently above the requirements good BS's that they represent a barrier to entry. 3. The style of combat represented by carriers is something that no ship provides and so there is no learning curve. 4. There are not many BS sized options for utility/support ships. 5. The difference in movement style with capitals makes them difficult to get into or used to. 6. There is room for a new class of ship in the Eve universe.
The combination of 1-5 creates a significant barrier to entry for players to make the leap from battleships to capitals and when they do, they are typically bad at it and either require significant tutoring from vets, or they lose their capital and have a negative experience.
I feel that the Escort Carrier, being somewhat larger than a BS, and able to jump through gates with a support specific role and based on the use of drones and drone management, with skill training that is slightly more than a BS but less than a capital makes them a good logical step to progression after Battleship V. The learning curve for large support ship and drone management makes for better carrier pilots when they get to that point.
The people who have argued against it have said one of the following: 1. THis doesn't fill a unique role. Rebuttal: this is not a sufficient reason in and of itself to make a difference, and I assert that it DOES fill a role. 2. This is overpowered. Rebuttal: This is basically a very tanky battleship that gets less DPS than a gank BS's, is able to provide some limited remote repair, and only adds utility to a fleet but which would be very dicy to use solo. As long as cost is balanced well, power is not an issue since it is not, as some have tried to claim, a carrier able to fly in high sec. 3. You just want a carrier for cheaper Rebuttal: I have one, I don't care about that at all and saying such is a straw man argument. 4. We don't need more capital ships in this game. Rebuttal: This is not a capital ship, its a slightly larger than BS class support vessel (something that we don't really have currently)
If I have missed any arguments, please let me know. All the ones I can think of are represented in some form by those four. |

Loius Woo
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Posted - 2012.08.22 19:31:00 -
[73] - Quote
As further explanation for the "no new role" argument.
Let us suppose that for the sake of argument, such a thing is a legitimate argument. Now, go back to Eve on day one. There were many fewer ships and many fewer roles in New Eden. If every developer meeting at CCP had a "role" cop who put the kibosh on anything that classified as a rehash of an existing role, then there game would have remained stagnant for the last decade and would have far fewer players than it does now.
The underlying assumption behind the "no new role" argument is that if a role is already represented in Eve, then there is no other way to do it and there should be no other ways to do it.
Ignoring for a moment all of the examples of ships in Eve that are multiple takes on the same role, let alone the same method of accomplishing the same role, when you boil down Eve, there is only a very small handful of different "roles" that a ship can accomplish, specifically "Deal Damage" "Withstand Damage" "Repair Damage" and "Haul Cargo"...so following the underlying assumption of your argument, then Eve should consist of 4 ships, one for dealing damage, one for taking damage, one for repairing damage and one for hauling.
One of the things which makes Eve so wonderful is the mindblowing diversity and complexity between and among ships.
So, in summary, "no new role" is the dumbest argument that can possibly be made against a new thing in a sandbox game. |

Loius Woo
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Posted - 2012.08.23 03:28:00 -
[74] - Quote
Andski wrote:Loius Woo wrote:As long as cost is balanced well, power is not an issue You're trolling, right? Ships aren't balanced around their cost.
Supercarriers are way more powerful than a battleship, if they cost the same, that would be unbalanced, but since a super carrier costs 200 times as much, its fine....
Don't read one line of the entire thread, then comment on it without understanding what you are saying. Make an argument that is not just "huh uh!" and maybe I will have a discussion with you. |

Loius Woo
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Posted - 2012.08.23 04:45:00 -
[75] - Quote
Omnathious Deninard wrote: but capital abilities,
You don't know how to read do you?
Please point to what in this idea is a capital ship ability...
I'll wait. |

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Posted - 2012.08.23 05:00:00 -
[76] - Quote
Omnathious Deninard wrote:do your hull ideas not boost these modules?
Nope.
Reading comprehension level 1 would help you out.
Read Page 9 and page one, then come back and participate. |

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Posted - 2012.08.23 05:26:00 -
[77] - Quote
Omnathious Deninard wrote:Loius Woo wrote:Omnathious Deninard wrote:do your hull ideas not boost these modules? Nope. Reading comprehension level 1 would help you out. Read Page 9 and page one, then come back and participate. Minmatar Escort Carrier: Squall Minmatar Escort Carrier skill Bonus +1 Drone per level +15% range per level of capital shield transporters Ship bonus 75% reduction in activation cost and powergrid of Capital shield transporters If this informationis no linger valid then is should be removed from page one.
On page one, I said, "Some additional iterations posted at the tope of page 9"
So it is assumed that the reader will proceed to page 9 to read the rest and not read the 9 pages of discussion that went into changing them all.
If I change page one, without noting such, then people will read 9 pages of discussion about something that is no longer true and wonder what is being discussed, and unable to understand the thread of the discussion from one iteration to the other.
In the way it is now, you can read the OP as it was, and either proceed through 9 pages of discussion so that you know what is being discussed, or skip to page 9 and see what the current state of the idea is.
If/when the idea takes on a new iteration, I will either make a new link to a later page, or I will create a new thread all together and link to the original.
Either way, you are making an argument against something that has been discussed at length and has been amended in response. That is one of the biggest problems with trying to have discussions in this forum, people don't actually READ the threads... |

Loius Woo
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Posted - 2012.08.23 05:46:00 -
[78] - Quote
Omnathious Deninard wrote:Support Carrier Retain bonus to fit capital repair modules Receive NO bonus to repair amount or range. Nerf capacitor so that the ONLY way to run the capital repairers is with capital energy transfers from real capitals. So is this to be removed also?
Thats a tech two version...
What is your point?
Read the whole damn thread and stop wasting my time. I shouldnt have to re-state every iteration every time a lazy person comes into the thread and doesnt want to read it and says "depr derp I think its bad..derp"
LEARN TO READ! Start with page one.
Read more than one page.
More good info on page 5
Most important change on page 9
1. READ 2. Understand 3. Make a constructive argument
Just admit that you read the first and last page and didn't know what you are talking about and we can all move on. |

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Posted - 2012.08.23 15:23:00 -
[79] - Quote
Ryshca wrote: Basic rules for new designs: 1. BS is stongest sub-cap. 2. 1 ship, 1 role.
The only reason you gave for number one is that that is how it has always been (except for capital ships...oh yea but you say they broke eve), when I have no idea why this should be the case...
Besides, this idea is more EHP, LESS damage than the best damage BS's and with utility through drones. The Tech 2 versions gain utility through repair and ship fitting. Tell me how that is any different than say a Baalgorn? Its all utility, better than most BS's out there...or the Vindicator, it has two roles, huge damage at close range AND heavy tackle in Vindy webs...
What about black ops...they have more than one role...but you will probably say they are broken too.
I dont agree with your argument for two reasons, BS's have no reason to be the strongest ships in Eve and in fact they are not, BS's routinely get ganked by HACs...so its all situational anyway, but even if BS's were in fact "the strongest" in Eve, that doesn't mean anything. And second, this idea is basically a new class of Battleships... If you look at the specs on page one you will see they are WAY WAY closer to a BS than they are to a carrier...
For clarification, these have around 10,000-12,000 HP in each HP type, Carriers have about 100,000HP in each type. That is a 10:1 difference. Battleships have 8,000-9,000HP in each type, so a 9:10 ratio.
Your arguments are flawed because the BS's are NOT the best in terms of HP and damage, there are HACs and command ships that have more EHP, there are ships that do more damage, it all depends on how they are fitted and what they are fighting and about 10 other variables that make a HUGE difference. if BS's were all the best damage and HP, then we would all be flying them and people like Kil2 wouldn't be streaming roams in cruisers. I am surprised that with 8 years of experience in Eve, you haven't learned that BS's are not the best in every situation.
Also, please read and understand the thread...
|

Loius Woo
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Posted - 2012.08.23 15:24:00 -
[80] - Quote
Omnathious Deninard wrote:If it is more about reps and less about capital then just drop the ability the ability to use capital all together and give the t2 version a decent bonus to large rep amount, but no reduction to cap, that way it still needs energy to be effective. Another thing it would be easier to make the t1 hull a battleship that requires advanced spaceship command, make the escort carriers skill the t2 book, much how recon ships have split ships, less new skills in game and still helps close the "gap" to capital ships
That is a good suggestion. I will look at the math and see how that would work out.
As for the skills, I am not sure. I think that new skills that are not adding to the list of prerequisites that already exist is ok. I am not married to the idea of new skills, but it seemed to fit to me. |
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Loius Woo
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Posted - 2012.08.23 18:53:00 -
[81] - Quote
Ryshca wrote:
1. I accept that you never have been in 0.0 and thus can't understand the problems of (s)caps over the history and currently. 2. Marauder is a carebear ship with utility slots for salvager and tactor beams. Large remote repper got a too short range to be used in regular fleets. Neutrs/Nos make it hard to fit full damage and full tank. So there is nothing with multiple roles. There drawback (omg they got one!!!): They got no sensor strength. 3. Vindicator has the role of a blaster boat, blaster (as you dont konw) only work on a very short range, thus they need something to pin down their target, since it is a faction ship it has a special bonus, the one to is the bonus to web strength. It is far away from being a heavy tackler, it is still a slow moving, slow locking bs. 2 roles? Nope. 4. Blackops are weaker (no dmg dealer) than usual bs, and got the roles for 'jump bridging' cloaked ships or jumping on their own. I fail to see here where you see 2 roles, but yes they are broken, people say so...or got it fixed can't remember? 5. BS is stronger than any hac, you just can fit hacs to kill bs, so as you can fit t1 fr to kill a bs, then it still depends on how the bs is fitted. This is eve. Eve is not designed that one ship can kill all other kind of ships which are 'weaker'. 6. The reason why not everyone is flying a bs is because a bs is only good in hp and dmg. To make sure it is not the only ship being used it has drawbacks: It is damn slow, has no tackle or logistic role and got a hard life to hit fast targets. 7. I never said that bs's are the best ships in every situation. 8. Your idea is to make a slow ship with more hp than bs, dmg around bs and a logistic role etc., not? 9. Try to read and undertand the posts from people who are giving you feedback.
1. I live in Geminate and have off and on for two years. (This character is a research alt) 2. Don't care about marauders 3. I said Vindicators are short range high damage with a buff to webs...not sure how you are correcting me. 4. BlackOps can bridge covops gangs AND at least one (the Widow) is an ECM boat. The others have either agility/speed (Sin/panther) or damage boosts (Redeemer). 5. That is exactly what I said... You can fit anything to kill anything depending on the situation so calling anything "stronger" is a misnomer. 6. I know that...you are the one that said "huh uh! nothing can be better than a BS cause it would break Eve"... 7. you wrote:Basic rules for new designs: 1. BS is stongest sub-cap. 8. Yes, sort of. 9. I didn't see any feedback from you, you just said, and I am gonna paraphrase here, "Awfull idea because battleships are and should remain the strongest sub capital ship and no ship should have more than one role" I don't see that as feedback, I see that as A: illogical for the reasons I have stated, and B: not constructive, ipso facto, not feedback.
Now, if you had said,
hypothetical you wrote: Hey I don't like that it seems to have more than one role. Perhaps if you split the roles more cleanly between the tech one and tech two versions so that each ship has one clear role and not several unclear ones. I also think that BS's should remain the kings of HP and Damage combat and so perhaps you should nerf some of the drone damage or something to make them a little less damage than BS's. In the case of the notional T2 "Assault Carrier" perhaps make that one more like a true BS in terms of tank and agility and get the drone damage to about what a good BS would be doing and it can be just like the rest of the BS, but with a drone focus. Either way, I think the idea is not very good because I believe that CCP have a core philosophy in ship balance that this idea would be violating...but since I am not CCP I cannot be sure.
See how that is different from what you wrote...but says the same thing without being esoteric/deliberately vague/rude? |

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Posted - 2012.08.23 19:21:00 -
[82] - Quote
Original Post is Updated: Added Tech 2 version ideas to OP Ship Maintenance Bay removed from Tech one version Removed capital remote repair and changed to Large remote repair Bonuses updated to reflect a single role per ship focus in the following manner: --->Escort Carrier: Support/Utility BS with decent damage but not great --->Assault Carrier: Damage BS with focus on Drone damage and speed --->Support Carrier: Short range burst logistics and utility Nerfed fittings to reflect change away from Capital repair modules.
Discuss! |

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Posted - 2012.08.23 19:49:00 -
[83] - Quote
CaleAdaire wrote:I've read alot of these ideas for "Mini-Carriers" and quite a bit I see "Bridging the gap between BS's and Carriers" as a big supporting argument. Just so those people know, there already is a pretty strong carrier line to follow, it starts with cruisers (Osprey, Augoror, Exequror, and the Scythe) and builds into their T2 counterparts. From there you go for Fleet Command ships, being a good Logi Pilot is gonna take some time anyways so don't worry about the training time. When you get the Command ships you train for Black Ops BS's, it takes even longer to be a good FC so practice up on that long wait. When you get to Black Ops, Lo and Behold!! You have Racial BS to 5, jump skills, logi and FC experience and are ready to be a capital pilot.
TL;DR - Already a well established skill tree to get you to carriers and be well and able to fly them, this gets a resounding no.
Real TL:DR; "I don't like one of the several arguments that form the basis of your idea and didn't read/care about any of the other things you said and am saying no based solely on that"
Thanks for your well thought out and insightful feedback.
CaleAdaire wrote:When you get to Black Ops, Lo and Behold!! You have Racial BS to 5, jump skills, logi and FC experience and are ready to be a capital pilot. Where are the drone skills? o.0 |

Loius Woo
PATRIOT KNIGHTS
172
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Posted - 2012.08.24 00:05:00 -
[84] - Quote
Bentakhar wrote:There is something on these forums that is fascinating: People don't want new ships added to the game. When incarna was deployed there was this massive 'riot' of people complaining that the core aspect of the game (spaceships) was neglected and so on . And everytime someone makes a thread for a new ship class everybody freaks out and says it sucks before even considering things and trying to work out reasonnable stats and roles. The immediate reaction is that it would break the balance of the game altogether and its gonna be a super powered imba ship for missions runners. And that is just sad. > This is a Features and Ideas thread. nobody is pretending to be devs and have knowledge about what would be balanced or not. It's just an idea for a new ship class that is currently lacking and could be a lot of fun to fly. Which would add even more diversity of gameplay.
Thank you, someone had to say it. |

Loius Woo
PATRIOT KNIGHTS
176
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Posted - 2012.08.24 16:16:00 -
[85] - Quote
Liem Achasse wrote:I just got through reading the entire post (I skimmed some of the trolls) and I can't believe what OP has to put up with.
2 Cents In order to get Dev attention, I think the simplest proposal is often the best. I think substantial amendments have been made to the initial "Light Carrier" idea and is something I generally think would be good to implement. However, breaking the initial idea into several other ships becomes a bit of a development nightmare, simply because balancing becomes somewhat theoretical until the ships can be brought to Sisi at the very least. So, IMO, to keep Dev interest, I would only be in favor of a single (4 racial) light carrier (details to be hatch by CCP).
All in all, this is a legitimate post in Features and Ideas.
I would say that a notional development timeframe that would work would be to take the concept art that exists now, run with it and create models while the ship balancing continues. Then when BS's are reiterated sometime next year, start working on these (the tech one version only) to balance them against other BS's. Then, after either the next round of ship balancing or after the Black Ops and Marauders get balanced, then introduce the tech 2 versions and balance them as well.
I would say it would take about 2 years or so to implement and balance, with the basic Escort Carriers coming next summer of next winter and the Tech 2 Assault and Support Carriers coming a year after that. That is IF someone at CCP said "Do It" right now. Which is highly unlikely.
I would never expect to have a new ship class with one Tech one and two Tech two versions appear at the same time. Development doesnt work that way. |

Loius Woo
PATRIOT KNIGHTS
176
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Posted - 2012.08.24 19:55:00 -
[86] - Quote
Usagi Toshiro wrote:I like the idea of a high sec carrier. I support it having limited use of fighters for defense. Why? Because fighters are cool. It adds a bit of immersion for those of us that RP in our minds if not in actions. I like the idea that I am sending out a wing of pilots to defend my ship or that of a fleet mate. 
I initially agreed with you for the same reasons, but there have been some very compelling arguments against allowing fighters in high sec and so I stripped them off. |

Loius Woo
PATRIOT KNIGHTS
193
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Posted - 2012.08.30 19:44:00 -
[87] - Quote
ApolloF117 HUN wrote:bump
Thank you Apollo for your dedication to keeping this thread on people's minds. |

Loius Woo
PATRIOT KNIGHTS
202
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Posted - 2012.09.04 02:44:00 -
[88] - Quote
Nestara Aldent wrote:We dont need 'escort' carrier!
You're argument is so compelling with its various and detailed arguments.
Nestara Alden wrote:However, highsec ship with ship maintenance bay without RR or combat capability is needed (and not an Orca ofc, something that doesnt need large SP investment in mining and industry to fly). Wait, you want something like an orca only better but for less skill points.... wtf are you smoking?
Nestara Alden wrote:Why?
If you add RR to it, it will either have capital remote repper, with its low range, or normal reppers bonused for range, and due to EHP then it will be _massively overpowered_ logistics ship.
And if you want drones, just get a Domi.
Did you read at all?
No you didn't. Cause if you had, you would know that you were not the first person to say the trite "get a domi" comment and you won't be the last (the world is full of idiots) and all of those arguments were destroyed in detail around page 2-3.
THIS IS DIFFERENT FROM A DOMINIX.
Don't know how many times I need to say it or how many ways I need to explain it.
Learn to read and then come back.
I don't have time for you tonight. |

Loius Woo
PATRIOT KNIGHTS
202
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Posted - 2012.09.04 02:47:00 -
[89] - Quote
Jafit wrote:Christ this thread. I can't read all of it, I skimmed.
These mini-carriers are supposed to "provide combat support to roaming BS fleet forces" - I don't know where you live, but when was the last time you saw anything larger than a battlecruiser in a roaming gang? 2010 roaming RR BS gangs don't really happen anymore, the game has moved on.
STUFF STUFF STUFF.
You didn't read either.
Learn to read, then come back.
BTW, I live in Geminate (off and on) and don't you think that the reason that roaming fleets don't use BS's is because something like THIS is missing from the game? Try to engage your creative centers in your brain before posting moronic rebuttals.
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Loius Woo
PATRIOT KNIGHTS
203
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Posted - 2012.09.04 17:23:00 -
[90] - Quote
Jafit wrote:I did read/skim. Though it is hard to get stuck into reading a thread when half the posts consist of you telling people that they can't read and that they're dumb. Really winning hearts and minds there bro. Loius Woo wrote:BTW, I live in Geminate (off and on) and don't you think that the reason that roaming fleets don't use BS's is because something like THIS is missing from the game? Try to engage your creative centers in your brain before posting moronic rebuttals. No, I think the reason that roaming fleets don't use BS is because they're slow and they can't catch anything, and we have battlecruisers that aren't slow and can catch things, and we have tier 3 battlecruisers which have battleship level damage while being far more mobile. We have Tier 2 battlecruisers capable of putting up with a ton of abuse. HACs, T3s, faction cruisers, buffed assault frigs, etc. There are so many better options for roaming. We have logistics cruisers for support, these ships are so good at repping that they're used as support for mainline battleship fleet doctrines. They fit large reps, they can rep from far away, they can perma-MWD, they're practically immune to bombing runs... And you think the reason people don't take battleships out on roams is because we don't have a big slow logi-BS that only uses logi drones? Logical rebuttal? When people say these ships don't have a role, this is what they mean. They mean that there are ships that exist which people would choose over your proposed ships, because they have more advantages You complain that there's too much of a gap between subcaps and carriers in terms of training, ignoring the fact that a logistics cruiser skill set is needed for triage. Ignoring that jump skills can be trained for a jumpfrieighter. Ignoring that there's an entire race of subcaps that specialize in using drones. Ignoring the T2 battleships that require racial battleship 5. Yep... I can't do anything fun for 120 days while I train all these carrier skills. You complain that there's no learning curve between subcaps and capitals. There isn't a gradual slope from subcap combat to capital combat because they're fundamentally different ships. One can use gates, the other can't and it jumps instead. Introducing slow logistics battleship with drones isn't going to make anyone feel more comfortable about the transition. There is however a gradual slope in the effectiveness of a carrier and what you can practically use it for. I'm training for a carrier because I want a ship that can jump far which I can use to ferry my subcaps around between deployment areas. For this I need minimal barebones carrier skills and the ability to fit cap rechargers for reaching jump-cap. Next I can develop drone and combat skills, go on capital ops, shoot and rep POSes, train fighters and assign them to my alt for ratting, etc. Thirdly I can choose to develop my carrier skills, train triage and join slowcat fleets, support subcaps in combat. Develop my skills more and I could drop on smaller gangs solo, do even more eliter pee vee pee. Max out my carrier skills and have a deadspace fitted wormhole carrier, make my own rooks and kings video. There is definitely a learning curve
All of these things have been said before.
I have responded coherently and logically to each of them.
I just don't feel like holding your hand to explain it again. Instead, I think you should actually read the thread so that I don't have to repeat myself. |
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Loius Woo
PATRIOT KNIGHTS
212
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Posted - 2012.09.16 03:23:00 -
[91] - Quote
Furry Commander wrote:I read through most of this thread, and i have seen a lot of points bounced around. If you cut out a lot of the bickering, there is a lot of good and interesting stuff. i like some of the ideas from the half dozen or so perspectives i could see. I like the the lions share of the concept, but i think i have a more balanced, and potentially more implementable proposition, because lets face it, as it stands i do not think CCP would be willing to implement this as is. It does not mesh with current gameplay trends or current development goals (IE ship rebalancing being a major focus)
As for my take. I think the concept of a "between battleship and dreadnaught/carrier" size ship is interesting, but it has been done, so lets look to those first to see the most logical way to have this idea be implemented and developed in actuality.
Firstly, as far as training and such this is the equivelent of a destroyer or battlecruiser. CCP is planning on at some point changing those skills to be racially iterated as opposed to a generalized spaceship command skill. A ship of this size category would be an excelent flagship for the expansion that realizes that change. as such a ship class of this size should definitely have more racially inspired fluff. More on that later.
Secondly, the Orca is roughly that size in game, and although skill requirements are a bit different (industrials don't follow quite the same progression) i think the Orca is the best ship to make a comparison to because freighters and jump freighters are far to specialized. Orcas are very versatile and are used for a variety of tasks outside their intended scope, including mobile exploration and wormhole bases. I am sure people reading this will be familiar with at least some of the nuances and capabilities of the Orca, so i won't go into any more detail, but will revisit the concept in a moment.
Thirdly, the CCP development plans cleary lean towards all ships having clear roles in Both PVP and PVE. some ships will be able to perform in one or the other environment exclusively while most ships will have a certain element of crossover between PVP and PVE, but maintain their intended role fairly uniformly.
Combining these three conepts; Standardized racial training and flavor, Orca like size comparison and clasification, and the need for a clear role that has potential in PVP and PVE, limits our choices and allows us to develop the idea into something that may actually get designed in game. That stated, I believe some of the features and ideas proposed in this thread are more appropriate than others.
I can honestly say that fighters will be something that CCP probably would not put on a sub capital ship. I understand that like the orca, this is a hybrid between the two, but fighters just don't seem to be a reasonable addition, but i could be wrong. This does deviate from the initial concept as a mini carrier, but i honestly think that allowing the concept to eveolve away from that focus will honestly be an improvement. Aditionally, i feel that this ship class, as presented, lacks any sort of racial flavoring. Both Carriers and Logistics manage to clearly show their colors, so to speak, and the same should be true of this ship class. Also, using a Sub cap as a spring board for a capital is fundamentally unachievable as the differences between the two make it equivelent to putting training wheels on motorcycle. Finally, this ship class does not have a very clear role, according to the CCP's new convention, and it needs one.
This still leaves us a ton of options to work with though, and to narrow it down we should really settle on a role. Considering the initial idea, I believe a support role is in order, although other ships of this size category could be developed in different roles at a later date. Given its size (comperable to an Orca), its role, need for more racial flavor, and need for a unique purpose. i would honestly recomend giving it a bonus to racial warfare links, and allow it to fit all three varieties simultaniously. I rather like the idea of a Massive drone bay, even without fighters, and would definitely keep the +1 drone per level, if not increase it to +2 and keep the increase to drone effectiveness as well perhaps making one a static role bonus and the other level dependent. If being used in a logistics role, massively bonused repper drones work rather well and are frankly more interesting. A set of ships like this is far more colorful and interesting than just a mini carrier, and if it has both a corporate hanger and a large (greater than 500,000 M3) ship maintainance bay would see a large amount of use in both PVE and PVP. It has easily forseeable usefulness in several roam and gate camp fleet compositions, and potentially even SOV warfare fleets. In PVE it would perform far better than the Orca for more combat oriented Exploration and wormhole scenarios. If designed in a manner similar to this, it would also fill a role that no other ship is filling, and therefore not be the "bigger" or "smaller" version of some other ship.
I may actually develop this idea a bit further, but for now i will leave it as this and see what feedback i get
Can you please provide a TL:DR?
Normally I would read it all over and over, but right now I am drunk and I just can't do it. So...
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Loius Woo
Sebiestor Tribe Minmatar Republic
215
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Posted - 2012.09.24 02:34:00 -
[92] - Quote
bump |

Loius Woo
Sebiestor Tribe Minmatar Republic
215
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Posted - 2012.09.25 03:17:00 -
[93] - Quote
Shameless "I recognize its against the rules" bump |

Loius Woo
Sebiestor Tribe Minmatar Republic
215
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Posted - 2012.10.05 01:44:00 -
[94] - Quote
Jin alPatar wrote:When the last to pages are mostly bumps, it's time to stop bumping...
Do you mean "The last two pages" ??
If you can't spell two, its time to stop posting. |

Loius Woo
Sebiestor Tribe Minmatar Republic
215
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Posted - 2012.10.05 02:09:00 -
[95] - Quote
Omnathious Deninard wrote:Jin alPatar wrote:When the last to pages are mostly bumps, it's time to stop bumping... When 21 out of 30 threads on the front page are sticky, bumping is about the only way to comments coming
Thats the truth, I hope that when the winter expansion comes out we get less stickies. |

Loius Woo
Sebiestor Tribe Minmatar Republic
226
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Posted - 2012.10.15 01:35:00 -
[96] - Quote
They definitely DO NOT need jump drives. They are meant to be more on the sub capital side of mobility, not the capital side. So jump drives is NOT needed. The one kind-of exception would be a black ops version that could use the BO-BS covert bridge.
As for the maintenance bay, as per the previous posts about it, the tech 2 support version has maintenance bay to support Worm Holes and such with ships. But they should ALWAYS be smaller than carrier bays, in fact I would support a maintenance bay small enough to prohibit any battleships from being put in them. |

Loius Woo
Sebiestor Tribe Minmatar Republic
226
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Posted - 2012.10.15 16:12:00 -
[97] - Quote
Mallak Azaria wrote:So basically a cheap carrier for people who are too lazy to train for capitals & too stingey to buy one? Sure, I can get on board with this. Say hello to 1000-man escort carrier fleet doctrines that produce so much lag that our enemies can no longer defend their space.
You didn't read the thread.
Its obvious.
But thanks for your input, I am happy that you chose to make a comment. |

Loius Woo
Sebiestor Tribe Minmatar Republic
226
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Posted - 2012.10.15 20:05:00 -
[98] - Quote
LarpingBard wrote:Make them pirate carriers, so that cost makes them prohibitive instead of cheap. :) Don't see it hs usable, sorry. Still needs to be able to jump, etc. Imagine this....
That idea is incompatible with the original post.
Please post it in a new thread as a new idea.
For the record, the OP is NOT about making jump capable new carriers. That is a terribad idea. They already exist, we don't need MORE capital ships at the moment. This idea is about giving some experience and capability that is LIKE carriers for roaming BS gangs in all security space.
Please don't hijack this post to discuss some other random idea that happens to have the word "carrier" in it. |

Loius Woo
Sebiestor Tribe Minmatar Republic
226
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Posted - 2012.10.18 02:41:00 -
[99] - Quote
LarpingBard wrote:Loius Woo wrote:
That idea is incompatible with the original post.
Please post it in a new thread as a new idea.
For the record, the OP is NOT about making jump capable new carriers. That is a terribad idea. They already exist, we don't need MORE capital ships at the moment. This idea is about giving some experience and capability that is LIKE carriers for roaming BS gangs in all security space.
Please don't hijack this post to discuss some other random idea that happens to have the word "carrier" in it.
Fine. The OP was horrific. Bring back something like a battlecruiser version of a Guardian Vexor. :p
Comments like this make me wish there was a "dislike" option. |

Loius Woo
Sebiestor Tribe Minmatar Republic
231
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Posted - 2012.11.03 03:05:00 -
[100] - Quote
Me ofcourse wrote:Angeal MacNova wrote:The combatant's version of the Orca?
Since there are carriers and super carriers, why not just permit carriers into high sec?
well, the difference between this and current carriers and supers, is that the assault carrier would not be allowed to use fighters/bombers (mainly because they can just assign them to other fleet members and then keep the carrier at a safe spot) so think of something like a rattlesnake or a domi but no guns or launchers, and with more drones
Exactly.
And to the original comment from Angeal, its not really an orca kind of thing, more like a BS had a love child with a carrier.... |
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