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Thread Statistics | Show CCP posts - 8 post(s) |

Seishi Maru
The Black Dawn Gang
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Posted - 2009.12.10 10:15:00 -
[91]
Almost forgot... does the naglfar now counts as a non lethal ship?
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Jint Hikaru
OffWorld Exploration Inc
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Posted - 2009.12.10 12:05:00 -
[92]
Quote: Thats a terrible idea, an awful idea.
Thank you Haraldhardrade, a truly helpful comment.
I don't mind if people don't like my idea... I was kinda just brain-dumping while at work. But please at least explain whats so bad about it.
(and maybe throw in an idea of your own to this thread? make a worthwhile post)
Fly safe,
------------------------ Jint Hikaru - Miner / Salvager / Explorer "I've got a couple of Strippers on my ship... and they just love to dance!" ------------------------ |

Kazuo Ishiguro
House of Marbles
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Posted - 2009.12.10 12:32:00 -
[93]
Wormhole generator: creates a proximity-activated 1-way wormhole that engulfs nearby ships and deposits them in a random w-space system. The activation radius increases as more ships are drawn in. It collapses after a certain amount of mass has passed through.
For added griefing potential, combine with a bubble and watch people warp straight into it. --- 34.4:1 mineral compression |

Leiture
Amarr Liliis tenaci vimine jungor
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Posted - 2009.12.10 12:34:00 -
[94]
advanced logistic ship.
hull : cruiser or BC.
can fit new modules : shield/armor/hull "neutralizer" and "nosferatu" , bonus to capacitor need of shield/armor/hull transfer array (also new modules who only transfer the "extra" shield/armor/hull.
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Vuoto
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Posted - 2009.12.10 12:37:00 -
[95]
i Want a damn bastard ship like this
class: frigate role: joker, hehe u can't hit me, your **** is inverse poportional by the size of your ship, fitting tab amarr slots (l-m-h) 7-1-1 gallente slots (l-m-h) 5-3-1 caldari slots (l-m-h) 3-5-1 minmatar slots (l-m-h) 4-4-1
--------------------------------------------------------------------- signature radius: 34-38m speed: 650-700m/s
bonus: 15% to AFTERBURNER SPEED! and 2% to salvage role bonus: -200% to capacitor and capacitor recharge if a tackler module is fitted (hey this is a NEGATIVE bonus) +200% warp speed (this is the positive bonus) this ship must reach 3500-4000-5000m/s with an AB active...
as all the frigate should have an AB BONUS!!!!!!!!!! give to the frigates more speed!!!! give to the frigate the speed they MUST HAVE to survive, FRIGATE FREEDOM!!!! the things are 3: or you boost the frigate speed ( i prouposed many modules like an ammo module which boost the speed or an AB amlplyfier ) or you lower the tracking speed of all the medium- large turrets or this game is really really ruled by 12984760!!! continue too work on capitals, titans and forget about the BASE of the game that's unbalanced!!!!!! frigate must not mean NOOB!!!!!!!!! PORCO DIO!!!!!!!!!!!!
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tia lougous
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Posted - 2009.12.10 12:44:00 -
[96]
Not sure if its been said but: turret Disruption interdiction sphere`s and launcher/missile disruption sphere i would assume the targeting and tracking method maybe deffirent for the turret types, so 3 turret disruption sphere types and 1 or 2 missile launcher spheres. for like long ranged and short ranged spheres. if the turrets or missiles travel through the sphere they have tracking issues or premature detonate. have never tried putting multiple dictor spheres up so dont know if you can or not. but i would say one scramble sphere and one weapons disruption sphere at a time wouldnt me to unbalanced.
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NeoFusion
Caldari Freelancer Union Unaffiliated
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Posted - 2009.12.10 12:57:00 -
[97]
Edited by: NeoFusion on 10/12/2009 13:05:48 As the rule of EVE being that all things should have a counter:
Anti-Interdiction Escort I propose a ship that temporarily nullifies mobile warp disruption bubbles and interdictor bubbles. Make it a new T2 destroyer (or a module for current light interdictors) that drops an anti-disruption probe, which takes 5 seconds to activate and lasts for 20 seconds, which temporarily drops all bubbles who's centre is in the radius of the bubble.
5 second activation delay is enough to give the aggressor time to point ships, 20 seconds activation time so it gives the victim(s) a small amount of time to escape.
Or
Tactical Cyno Field Jammer
Light interdictor sized vessel that drops a 20k bubble stopping cyno fields being generated within it. Coupled with a cyno field jump delay of 30 seconds, means that jumping caps into a hostile system requires a backup fleet for the cyno generation ship. We should not be able to drop 50 capitals on a gang with a T1 disposable frigate, some liquid ozone and a cyno without some way of blocking it.
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Savatar Mei
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Posted - 2009.12.10 12:57:00 -
[98]
Edited by: Savatar Mei on 10/12/2009 13:04:41 Edited by: Savatar Mei on 10/12/2009 12:57:21 A Stealth frigate hull, i.e. not cloaked, that can only be seen on sensors after sensor strength is beyond xxx (insert reasonable strength here), can only be targeted by non sensor boosted ships when it has been target painted. Exception: Non boosted ships within x range (8 km?) can lock but have automatically dampened lock times. Ship never appears on overview so you have to manually select it.
ship is detectable on scanner but you can only warp to the same grid as it
Loss of the target painter, removes the lock of non boosted ships, ships within proximity.
level of stealth increases 5% per level 5% reduced web effectiveness being done to ship per level.
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Jaketh Ivanes
Amarr Purple Reign Entertainment
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Posted - 2009.12.10 13:05:00 -
[99]
I havn't read all the replies, so if this has been suggested, just ignore my post 
A mobile base of operations: Basically a carrier from Homeworld. I can't do much offensively, but it got reprocessing and building facilities, capable of building up to Battlecruiser sized ships (perhaps only cruisers).
It is meant for long time campaigning behind enemy lines, to constantly apply pressure on the enemy, hopefully their supply lines. Since it's designed to operate behind enemy lines, it is detection resistant. It has a reduced signature radius, making it hard to probe.
It's offensive abilities consists mainly of the other players that fly with it, but it could have some light/med drones for personal defense(50 in bandwith, 500 drone bay). Defenses should be equivalent of a battleship.
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CCP Soundwave
C C P Alliance

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Posted - 2009.12.10 14:49:00 -
[100]
There are some fun ideas in this thread, remember it's perfectly fine to think completely outside the box.
A ship that cannot move but eats planets would be perfectly acceptable for example 
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CCP Incognito

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Posted - 2009.12.10 14:52:00 -
[101]
Awesome Thread.
I will up the ante and match Soundwaves Beer, so the winner gets 2 beers (must collect in Iceland, and be of legal drinking age :)
To link another thread that fits the rules ----- I am a programmer, not a designer, all design comments are just speculation and have no grounding in fact! |
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Shana Matika
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Posted - 2009.12.10 15:19:00 -
[102]
I like the idea of a ship that emits WH-effects.
Each race should get one module that can reproduce one WH anomaly. We have Wolf Rayet | +shield Resistance - armor Resistance Red Giant | overheat bonus Pulsar | +armor resistance - signature and Magnetar | +Ewar and sensorstrength - speed Cataclysmic Variable | + remote rep - local rep Black Hole | + speed/agy - range (guns/missiles/drones)
In conclusion that all effects are natural science could manage to modify some effects. I think just 4 of the effects should be used, one per race as mentioned. Here we go:
Amarr: Coherent Pulsar Emitter: This module boosts the armor-resistance of all nearby ships - friend or foe, but also reduce their shield-resistance.
Effect: 5% to all armor resistance -50% to all shield resistance Skill-Bonus: Module-Bonus: +10% to positive effect Ship-Bonus: -10% to negative effect
Caldari: Coherent Wolf Rayet Emitter: This module boosts the shield-resistance of all nearby ships - friend or foe, but also reduce their armor-resistance.
Effect: 5% to all shield resistance -50% to all armor resistance Skill-Bonus: Module-Bonus: +10% to positive effect Ship-Bonus: -10% to negative effect
Gallente: Coherent Cataclysmic Variable Emitter: This module increase the local repair effect of all nearby ships - friend or foe, but also reduce all projected repair effects, both for shield and armor repairs.
Effect: 10% to shieldbooster and armor repair cycle time -50% to remote armor repair and shield transfer cycle time Skill-Bonus: Module-Bonus: +10% to positive effect Ship-Bonus: -10% to negative effect
Minmatar: Coherent Black Hole Emitter: This module increase the agilaty and speed for all nearby ships û freidn or foe, but also reduce their max. targetrange, optimal range for guns, max flight time for missiles and max. controll range for drones.
Effect: 5% to ship speed and 7.5% to ship agility -25% to missile flighttime, laser-, hybrid-, projectile turret optimal and drone controll range Skill-Bonus: Module-Bonus: +10% to positive effect Ship-Bonus: -10% to negative effect
All bonus and penalty numbers should be adjustet of course. Just put some numbers in to show what direction this will take.
Maybe some heavy caldari/shieldtanking fleets will get more common when you know youÆll face a heavy armor-group or local tanks favored to screw the logistic of an opposing fleet. Informations about your opponents would be worth even more now.
The Ship: The ship itself should be somewhere between a carrier and a supercarrier but with no fighter-support. Also should it be able to use ganglink modules (one per level? Or more like racial command ship 3 from base?). Slot Layout like racial carrier but just 5 highslots.
Corphanger: 10.00m¦ SMB: like the orca (the systems for the coherent emitter need that much space that just an emergency smb could fit). Should be able to fit racial coherent emitter Jumpdrive like dreadnoughts
The Module The Module should work like a triage/siege module and use fuel. Either just plain strontium or maybe some of the cheaper products like ozone or heavy water.
You could use more then one ship on the field, but just the highest effect would be applied. So maybe a amarr/minmatar combination would be fielded or a caldari/minmatar. Amarr/Caldari would be horrible as all resistance would be lowered but maybe with an all 5 skillset both ships should negate each other so when one fleet fields the amarr one my fleet would counter with the caldari one and may even get an advantage as our pilot has a 5/5 skill and the other one just 4/4.
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Mallariah
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Posted - 2009.12.10 15:24:00 -
[103]
got the winner right here, t2 rookie ship with bonuses to "civilian" equipment you could call it the galaxys biggest joke ship : P
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Wrangler Al
Mostly Harmless
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Posted - 2009.12.10 15:25:00 -
[104]
Logistics T2 BC
In addition to the normal shield/armour or cap transfer modules that most Logistics carry, the new T2 logistic BC can carry one or 2 resistance amplification modulator (shields) or Bulwark refraction amplifier (armour) modules.
These would work just like shield or armour reppers (in terms of range skill requirements and cap usage) except they increase all resistances to the targeted defence type by 5% per level.
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Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2009.12.10 15:31:00 -
[105]
Edited by: Batolemaeus on 10/12/2009 15:33:36 Okay. Non lethal, eh? Well, i know of something.
Right now, there are two things that, if combined, could yield awesomeness.
There are t2 models of some frigates in the database that aren't used. (Or you just use the fighter bomber models..) Also, there is a lack of a platform for medium/small armor/shield remote repair modules.
So, let's fill a niche. There are currently Logistic Ships and Carriers, both repairing large targets mainly. However, large reps have a pityful cycle time and a repair amount that doesn't quite support keeping small targets alive. This can be changed.
T2 Frigates, the small brothers of Logistics:
Bonuses to fitting cost of remote repair modules, allowing them to fit about 3-4 medium repair mods. Bonuses to cap use and range, allowing for permanent use of 2-4 rr mods depending on fitting and boosting rr range by a factor between 10-15. T2 resists. Penalty for ewar modules. Running a disruptor/web should empty their cap extremely fast. No weapon slots. Reduction in armor/shield remote module cycle time of 50%, maybe even 75% (or skill based)
Currently the scimitar does an okay job keeping small tacklers alive, due to the speed and slot layout. However, i feel that it should primarily focus on cruisers and higher. The new logistics t2 frigate would be able to be nearly as a fast as an interceptor, able to lock very quickly, and repair to incredible ranges with a bonus to cycle time allowing for quick help.
I believe that it would have a role on the battlefield in both small an large scale operations without actually taking away any roles or modules from other ships. The locking time and cycle times of current logistic cruisers is prohibitive and leaves an open niche.
Of course, considering that we already have a large amount of t2 frigs, using these bonuses for a new t2 destroyer would be fine too, maybe even better. ----------------------------------------------
Originally by: CCP Prism X In New Eden, EVE wins you.
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FarosWarrior
Amarr Sonnema
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Posted - 2009.12.10 15:36:00 -
[106]
cant really understand this?
but for what I understand from it it gets a thumbs up from me cheers, Faros
"As long as we're jammed we might as well throw those 1400mm's at them" Charlie Fodder, Clear Skies |

David Grogan
Gallente Final Conflict UK Warped Aggression
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Posted - 2009.12.10 15:44:00 -
[107]
i'd love to see a modified iteron 5 that has a giant tap at the rear of it and a giant beer glass dispenser module
ship description: Bartender Mk 5
The Gallente have always been known for the love of partying and of beer and Roden shipyards being a bunch of alcoholics realised the need for a space faring beer truck. The Bartender Mark 1 was first launched from Iceland before the collapse of the new eden wormhole and has seen many improvements of the eons of time.
gallente industrial bonus 5% cargo per level (so u can put more beer in it) Role bonus would be 10% more beer dispensed per level (so u have have a free top up)
Can fit beer glass dispenser SIG: if my message has spelling errors its cos i fail at typing properly :P |

Seishi Maru
The Black Dawn Gang
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Posted - 2009.12.10 16:05:00 -
[108]
New ship and module.
Get a BC sized ship.
Module: Ship action tractor beam. It pulls a target ship in given direction with a thrust of X (exaclty like an AB or MWD would). Depending on mass of opposing ship that would create an acceleration X' on that direction. Proposed strenght 1 MN
That means a single BC could for example force slowly tractor a cruiser away from a docking range, but to move a carrier you would need like 10 of those.
At same time these modules become interesting movement annoyance devices. You can use them to disturb enemy ships speed tanking, reducing their speed... or even increasing depending on side you are of their movement vector.
These ships could have huge tactical value and would solve a lot of stattion hugger ***otry.
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Thebro Nobrunder
Schrodinger's Renegades
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Posted - 2009.12.10 16:19:00 -
[109]
I always wanted a ship which could emit a pos shield.
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Tobias Sjodin
Ore Mongers
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Posted - 2009.12.10 16:34:00 -
[110]
Planetary Reaction Utility Transformation Tool (P.R.U.T.T)
- Module (can be fitted on the Ymir (as suggested on Page 2):
* This 'anchors' the ship next to a moon and begins to emit a beam that utilizes certain compounds (think 'ammo') to try and create a reaction in the moon. Depending on what type of moon it is, and a certain random interval, a depletable resource will be created on that moon that will be harvestable.
Remember though that once the injection is done whatever moon mineral was there in the first place will be ruined for X amount of time.
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Meeko Atari
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Posted - 2009.12.10 17:10:00 -
[111]
Originally by: CCP Soundwave I've actually been thinking about "non-lethal" ships lately, since the whole idea of just scaling damage bores me to death, so this thread is pretty well timed 
Let's have a little fun with this. Let's say you could put a ship into the game. Everyone gets one attempt in this thread, and your suggestions must follow these rules:
* The ship must have a unique ability or role, which does not necessarily have to exist currently (it could be an interdictor bubble that webs instead of warp scrambles for example). * The ships role must be non-lethal. It can do damage, but the design has to focus around the effect of the ship/ability, not around destroying things quickly. * The ship can have multiple roles, that either gives the ship multiple uses, or compliments each other. * The ship can have any size, it does not matter if you're suggesting a frigate design or a super cap.
Note: This competition does not mean that your ship will be used in EVE.
what about taking a look at this class of ships ( yes I'm blowing my own horn )
Linkage
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Zilberfrid
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Posted - 2009.12.10 17:41:00 -
[112]
Problem here, is that either you'll have to make a line of four equal but different ships to fit all the races, an ORE ship, or a ship with minor variance across all races.
Then there is the useability, it has to either be cheap enough that people will use it or be good enough that people will use it. Problem with the latter is balance, it has to stand next to, but not on top of existing ships.
Then there is size, the largest of ships, though a feast to design, will not be in empire often, and a not direct combat ship that also is no miner will be hard to use in lowsec/null.
One of the last, but not least, things to consider is server load; a ship that has a 20km bubble in which all missiles and drones re-target to a random other ship might be fun, but will make the servers sweat, even in wintery iceland
I can see a t2 mining frig, but its useability will either be limited or it will outdo the hulks and its ilk.
A small gang link ship will be interesting, but I realise the cost of warfare links will be a bit prohibitive to a throw-away ship that is so popular in frig gangs. (this could be circumvented by a 100% bonus in the links and fewer slots). What also should be noted is that it is more fun to have the ship follow the gang and thus have limited range.
Things I consider as well is which playstyle would be advocated by a ship: A bubble popping ship will make gate camps more risky, a cheap small gang ship will facilitate the rifter gangs and their ilk, a frig sized ship with an interdiction nullifier will make other people's skin crawl and there are a lot more things to consider.
After this musing, I will look at things I can make up that would at least interest me, but preferably a large amount of other pod people as well.
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Azrael Dinn
19th Star Logistics
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Posted - 2009.12.10 17:43:00 -
[113]
Edited by: Azrael Dinn on 10/12/2009 17:43:15 Ha here we go... again :P
name: Blackout Size: Mid capital (like orca)
Discription: Ship generates an massive electromacnetic pulse shutting everything (yes everything including friendly ships and all mods, locks, shields etc everything) down on it's radious for a x period of time. The "blast" radius could be like 250km or larger. The module that generates the pulse has to charge up using ships cap. when charged the ship has to shutdown or it will be effected by the pulse also. Not shutting down would effect the ship real badly, like damaging the warp drive or something so it would be stuck for some time. - Azrael - |

Xtover
Suicide Kings
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Posted - 2009.12.10 18:10:00 -
[114]
Originally by: Azrael Dinn Edited by: Azrael Dinn on 10/12/2009 17:48:41 Edited by: Azrael Dinn on 10/12/2009 17:43:15 Ha here we go... again :P
name: Blackout Size: Mid capital (like orca)
Discription: Ship generates an massive electromacnetic pulse shutting everything (yes everything including friendly ships and all mods, locks, shields etc everything) down on it's radious for a x period of time. The "blast" radius could be like 250km or larger. The module that generates the pulse has to charge up using ships cap. when charged the ship has to shutdown or it will be effected by the pulse also. Not shutting down would effect the ship real badly, like damaging the warp drive or something so it would be stuck for some time.
And I'll be coming to collect my beer... someday :D
too late, already suggested 3 or so times 
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Killljoy
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Posted - 2009.12.10 18:14:00 -
[115]
Originally by: Seishi Maru New ship and module.
Get a BC sized ship.
Module: Ship action tractor beam. It pulls a target ship in given direction with a thrust of X (exaclty like an AB or MWD would). Depending on mass of opposing ship that would create an acceleration X' on that direction. Proposed strenght 1 MN
That means a single BC could for example force slowly tractor a cruiser away from a docking range, but to move a carrier you would need like 10 of those.
At same time these modules become interesting movement annoyance devices. You can use them to disturb enemy ships speed tanking, reducing their speed... or even increasing depending on side you are of their movement vector.
These ships could have huge tactical value and would solve a lot of stattion hugger ***otry.
I kinda like this idea but maybe more like the skiff. It would accually mine the moon insted of the moon miners, Would make you have to defend the moons directly. Not sure how it would work maybe not even blocking current mining just mining unused stuff I don't know.
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Zeredek
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Posted - 2009.12.10 18:50:00 -
[116]
Defender Based on Tier 2 BCs and have ungodly, undrainable tanks but can't do **** for damage _________________ rawr |

Seishi Maru
The Black Dawn Gang
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Posted - 2009.12.10 19:21:00 -
[117]
Originally by: Killljoy
Originally by: Seishi Maru New ship and module.
Get a BC sized ship.
Module: Ship action tractor beam. It pulls a target ship in given direction with a thrust of X (exaclty like an AB or MWD would). Depending on mass of opposing ship that would create an acceleration X' on that direction. Proposed strenght 1 MN
That means a single BC could for example force slowly tractor a cruiser away from a docking range, but to move a carrier you would need like 10 of those.
At same time these modules become interesting movement annoyance devices. You can use them to disturb enemy ships speed tanking, reducing their speed... or even increasing depending on side you are of their movement vector.
These ships could have huge tactical value and would solve a lot of stattion hugger ***otry.
I kinda like this idea but maybe more like the skiff. It would accually mine the moon insted of the moon miners, Would make you have to defend the moons directly. Not sure how it would work maybe not even blocking current mining just mining unused stuff I don't know.
what? I am talkign about tractors that PULLs SHIPS... not roids, not cans not anythign else. A combat annoyance module. And station dragger.
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Anton Cyldragen
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Posted - 2009.12.10 20:50:00 -
[118]
a ship that has a mod that when activated a "bubble"(for lack of a better word) pops out and pushes everyone within it out like 20k. this would be used to get ships off station or off gate. i can see how this would be overpowered and abused tho so...
a defender BS that can activate a shield that forms a bubble with a 5kradius and when something inside the bubble is being shot by something outside the bubble the damage taken is reduced by a percentage.
LOGISTIC FRIGS, make the small RR mods worth something plz.
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sakurayuna
Arcana Imperii Ltd. Atlas Alliance
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Posted - 2009.12.10 21:40:00 -
[119]
My ship idea would be a gate blocker that would disrupt null sec gates for a small window of time. Allowing you to lock out a support fleet for a few minutes.
This would be pirate ship.
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Avoida
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Posted - 2009.12.10 21:56:00 -
[120]
Matter Transmission Vessel Hull: Rorqual Abilities: Establish a matter/energy transfer stream between the vessel and any specified Corporate Hanger Array (or other specialized POS module) within a to-be-determined LY range. Materials (ores, ice) placed in the MTV are converted to an energy pulse (utilizing a special activated module) and projected through space to the target CHA (or other specialized POS module).
To add a bit of danger, the energy pulse acts much like a real ship in that it physically travels from the generated system to the destination system by the shortest route through the gate network. It cannot, however, be locked or even targeted, but can be dissipated by the activation of a specialized pulse emitted from a ship within 20km of an outbound gate. Thus, if your spy network tells you that a mining operation is taking place in System A, and you know their manufacturing facilities are in System F, you set up your interference vessel in System D on the outbound gate to System E and when given the signal the pulse has been activated and en route the interference vessel activates their disruptor until the pulse arrives.
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