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Thread Statistics | Show CCP posts - 8 post(s) |
Andrea Griffin
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Posted - 2009.12.11 16:21:00 -
[151]
I always thought that NovaFox's Sisters of Eve ship line was a fantastic idea.
Also: I would like Industrial ships be, well. Industrial. I believe they were originally intended for this, to be able to produce munitions in the field. An on-the-go ammo and drone production ship would be very cool.
I have also thought that it would be interesting to have a ship that was based around the idea of EWar resistance. Tracking disruption, webs, etc., all have diminished effects against this ship. Particularly useful if the enemy is using a lot of EWar - especially since they likely wouldn't bother using it on a resistant ship anyways.
Another thing: It would be interesting to have a ship that can link up to a specialized siege cannon at a tower. The ship paints a target, and the tower gun launches a large charge for a large amount of alpha. Unfortunately, I think that the new Titan DDD makes something like this redundant.
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Thera Romana
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Posted - 2009.12.11 16:33:00 -
[152]
My New ships -
Gas mining ships
Planetary interaction ships(for RTS) Small for landing raiding parties. medium for logistical/industrial application Large for planetary conquest/terraforming/bombardment Can be sizes inbetween, some space combat ability, put bonus's would all be to planetary interactions.
Bombers for players not just capitals.
ammo ships (will need ammo holds on ships) ability to resupply ammo to fleet battles. maybe some kind of reverse tractor to transfer the ammo.
Disturbance ships, creates debris, fog, mist, smoke........... create confussion on battle field, maybe different effects affect different aspects such as tracking, drones, remote repair so on, think WH anomolies and thier affects.
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Andrea Griffin
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Posted - 2009.12.11 17:05:00 -
[153]
I also have been surprised that there isn't a "true" mothership in this game. A ship that has a very large corporate hangar bay, with a cloning vat, and can be used to re-fit pilots in space. Kind of a miniature, mobile tower. Should be able to go into a station mode, where it is immobile and has a small force field, where pilots can "safely" get a ship if they're in a pod.
I always thought that motherships and titans would be good for something like this, but alas...
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Killljoy
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Posted - 2009.12.11 17:56:00 -
[154]
Originally by: Thera Romana My New ships -
Gas mining ships
Planetary interaction ships(for RTS) Small for landing raiding parties. medium for logistical/industrial application Large for planetary conquest/terraforming/bombardment Can be sizes inbetween, some space combat ability, put bonus's would all be to planetary interactions.
Bombers for players not just capitals.
ammo ships (will need ammo holds on ships) ability to resupply ammo to fleet battles. maybe some kind of reverse tractor to transfer the ammo.
Disturbance ships, creates debris, fog, mist, smoke........... create confussion on battle field, maybe different effects affect different aspects such as tracking, drones, remote repair so on, think WH anomolies and thier affects.
A gas mining specific ship is kinda over due. Now its just tanked out BSs with gas harvesters.
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Seishi Maru
The Black Dawn Gang
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Posted - 2009.12.11 17:59:00 -
[155]
Originally by: Andrea Griffin I also have been surprised that there isn't a "true" mothership in this game. A ship that has a very large corporate hangar bay, with a cloning vat, and can be used to re-fit pilots in space. Kind of a miniature, mobile tower. Should be able to go into a station mode, where it is immobile and has a small force field, where pilots can "safely" get a ship if they're in a pod.
I always thought that motherships and titans would be good for something like this, but alas...
not clone vat. But should be dockable and when you undock you are at same place as the ship.. that can be a different place from where you docked.
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Lucias Trask
Divine Power.
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Posted - 2009.12.11 18:16:00 -
[156]
Anti-Capital frigate:
A tech 2 frigate. Make it the new Assault Ship.
1 high slot 3 mid slots 2 low slots 1 rig slot
The electronics on this ship are specifically hardened using new sleeper technology to create a burst of magnetic energy to disrupt a capital ships shields or armor. Because of the components involved this ship has a higher signature radius once the disruptor is fired due to the electromagnetic backlash (whenever fired it has the radius of a running mwd until cool down is over).
Capital Shield Disruptor: High slot. Disrupts the magnetic field of a capital ships shields. Targets shields drop to half of their current level. Each blast has a cool down of 1 minute. So you can never fully remove the shields but 2 or 3 of these can wipe ones shields out pretty effectively
Capital Armor Disruptor: High slot. Disrupts the integrity of the nano-bots that maintain capital ship armor. Targets armor drops to half of their current level.
A team of these can chew cap ships down to the hull to allow for Dreads or BSs to finish them off. Especially effective against the new titans doing their drive bys.
[PANIC] |
Ethan Blacknova
Gallente The Partisan Brigade Republic Alliance
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Posted - 2009.12.11 18:50:00 -
[157]
Edited by: Ethan Blacknova on 11/12/2009 18:55:24 Tactical Battlecruiser.
I'll keep it simplified. These are heavily tanked battlecruisers, that may deploy an empire specific bubble. They also have some nonspecific ones.
(Note these work on friends and foes at the same time).
Amarr: This is a Neut bubble. It has a low factor Neut field that will drain the same ammount as a single heavy Neut within the bubble.
Minmatar: Webifier Bubble. All ships inside the bubble are hit with a 50% web.
Gallente: Dampener Bubble. (Scripts able) This bubble can EITHER make people lock slower in its radius, or lower targetting range in this radius. (Nto both)
Caldari: ECM Bubble. Works like an ECM burst. Every 20 seconds, an ECM blast (same power as a multispectral ECM Burst II) hits everything in the radius, disrupting lockons.
Nonspecific:
Shield Extension Bubble - This increases the maximum shields of ships inside it by 10%.
Shield Booster Bubble - This boosts the shield of any ship in it by the same ammount as a large shield booster. (Same cooldown too)
Shield Reinforcement bubble - Any ship inside the bubble gains 10% To all shield resistances (after diminishing returns)
Armour Reinforcement Bubble - A cloud of nanites. All ships inside it gain 10% to all armour resistances (after diminishing returns.)
Trimark Field - This grants all ships inside the bubble an extra 10% maximum armour.
Repair Nanite Cloud - This bubble heals all ships in the radius, for the same ammount as that of a LAR II (Same cooldowns).
Capacitor Flux Field - This cloud boosts the capacitor capacity of any ship within it by 10%.
Capacitor Recharge Field - This cloud boosts the capacitor recharge of any ship in it by 10%.
Sensor Intensification net - This bubble is actually a sophisticated sensor relay. Any ships in it get a 10% boost to targetting range and lockon speed.
Enjoy!
Edit: NOTE:- The Tactical battlecruisers would be stationary when using these modules, much like a siege mode. They woukld have a high tank (not effected byt he bubble in any way), but they would also be unable to lock onto anything. (Max targets set to zero when using a bubble)
Per Level Bonuses would be: +15% Increase to racial bubble effectivness. +20% Increase to Armour Repair/Shield booster effectivness.
Role Bonus: 100% Increase In CPU and Capacitor use of Tactical Field Projectors.
They would have VERY limited high-slots.
All ships would be equipped with dronebays however.
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Regat Kozovv
Caldari Alcothology
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Posted - 2009.12.11 19:12:00 -
[158]
Edited by: Regat Kozovv on 11/12/2009 19:16:37 (My apoligies if someone already came up with this one.)
Mobile Jump Bridge.
T2 Industrial.
Bridge has a limited range (to be dictated by game balance issues as to not shoot across the galaxy) and maybe runs on a Triage/Siege mode principal: Ship deploys, bridge is activated.
Maybe connect it to an existing bridge tower, or two ships together.
The idea would be to be able to have support fleets, small logistics ships, or what have you be able make trips over ad-hoc bridges.
There's a lot of specifics that would need to be determined in order to ensure that these vessels are not tipping balance far out of whack. Isotope requirements could be set higher as to not obsolete fixed jump bridges. (Range could be set lower as well.)
I'll sit down and maybe hammer out some more details on these.
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Manfred Rickenbocker
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Posted - 2009.12.11 19:36:00 -
[159]
Non-Lethal Role: Capital Refueler
Unique Abilities: Insane cap transfer Large cargo bay (Isotopes, strontium, and heavy water only) Cyno duration reduction (Like recons, but no cloak bonus)
Hull: Industrial ship, T2 so requires Transport Ships
How it works: This ship is used to support moving cap fleets. Its sole role is to be the cyno target and once a capital arrives, it feeds it enough capacitor to jump again quickly, no waiting for recharge. Bring it along with fleets and refuel them for the return trip home. Also can be used to give dreadnoughts enough stront to keep in siege.
Bonuses: 100% per level to large capacitor transfer 100% per level to large capacitor transfer amount 5% per level to fuel bay -15% per level in cyno cycle time
Balance: .5% cap per second base recharge (so it has to dock to recharge efficiently and no in-combat use) Its an industrial, so it dies quickly, no tank Only one cap transfer active at a time, no spider-infinite-capacitor (maybe up xfer to capital size? reduce bonus accordingly) Cyno pins it in place making it killable ------------------------ Peace through superior firepower: a guiding principle for uncertain times. |
Trent Nichols
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.12.11 20:09:00 -
[160]
The Tug.
Though it is about the size of a BC, the tug is little more than a powerful core with a set of over sized engines.
The tug can fit a variation of a capital tractor beam that allows it to not only pull cans but ships (piloted and non) and modules as well. Once an object is completely reeled in, the beam's hold is strong enough that the tug can warp, jump and dock with it.
This means the tug can: Act as a standard hauler (towing a can) Move pos modules around. Move ships (even ones the pilot isn't skilled for) Retrieve unpiloted ships from space. Pull unwary pilots off station and/or into harms way.
Limitations: The tug can only haul one item at a time with the beam. Because it is outside the ship, whatever it is hauling WILL drop if the tug is destroyed. (pirates ahoy)
The tug cannot haul capitals. The tractor beam will not always overcome a piloted ship's engines. The larger and faster the ship, the less effect the beam will have.
Another possible use is to allow the tug to bring home entire wrecks to see if anything more than just parts can be salvaged.
"congratulations We believe we can repair officer X's modified ship" Might require special wrecks. Those appearance rate of those wrecks might need to be controlled. Might be too much trouble... but it would be fun.
Colonies and Capitals |
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Andrea Griffin
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Posted - 2009.12.11 20:25:00 -
[161]
Originally by: Seishi Maru
Originally by: Andrea Griffin I also have been surprised that there isn't a "true" mothership in this game.
not clone vat. But should be dockable and when you undock you are at same place as the ship.. that can be a different place from where you docked.
I was thinking of something on a much larger scale; something that could be used to support very large fleet engagements. If moving in to enemy territory in an attempt to take it over, bring a few of these along as well. Pilots that lose their ships in the fight, or get podded, could very quickly re-enter the engagement.
Bonus if it has a small amount of power/cpu dedicated to erecting a few small tower modules as well.
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Laquatus Weatherlight
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Posted - 2009.12.11 20:51:00 -
[162]
I am suprised no-one suggested this.
Local Area destabilizer.
Cruiser/BC sized hull.
Getting tired of stuff bridging/cyno'ing in on you? Call in the destabilizer to temporaly prevent all but gate/warp/propulsion movement in a certain raduis. After an area has been stabilized it cannot be destabilized again for x2 the amount time you can destabilize the area.
Buying yourself some time instead of being hotdropped while doing -something- important. Space that is destabilized should show up on the map so that everyone in the world knows something fishy is happening there.
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Sarah Ichijou
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Posted - 2009.12.11 22:36:00 -
[163]
Edited by: Sarah Ichijou on 11/12/2009 22:39:42 tons of pages so I dont know if anyone's put forth these ideas:
1) Destroyer hull, Purpose : Subsystem targeting
Description: Due to the rise of T3 ships, R&D teams of each race came up with ways of countering these powerful ships. The outcome of their research? A ship specially designed to target subsytems of T3 ships. These ships are fitted with a special electrical system able to destabalize the connections between a T3 ship and its subsytems. Coincidentally, when used against a non t3 ship, it deals severe damage to the modules of the targetted ship. A 'shock troop' type of ship.
Traits: - Surge mode - Emits an electrical field (AOE) that damages surrounding ships's modules. If a T3 ship is in range, one of its subsystems offlines, any slots lost due to the subsystem offlining automatically offline as well, as well as the subsystem's bonuses. Drones in range are shorted out and treated as if they were abandoned (needs to be picked up). Remote aiding modules cannot be used on affected ships during the surge. Affected ships have all modules deactivated (not offlined) for duration of surge.
Cannot be stacked, The ships own modules are offlined to be protected from the electrical surge, also does no damage to shields/armor/structure (unless subsystem offlining adds hp), bonuses to resists due to the magnetic field. 10km radius. 5 minute cooldown. Immobile during surge (lasts 30 seconds). - Surge mode can be be focused into one 'lighting blast' with a special script, which deals severe module damage at 25km range, or in the case of T3, offlines one substem. Immobile for 30 seconds.
Bonuses - able to equip surge modules (which can fit a script), very limited amount of slots.
2) Wormhole dwellers. Who says that the sleepers are the only beings in wormholes? Everything's all mechanical in eve, how about a giant cyborg worms that randomly appears in high level wormholes? They're the real cause of the wormholes :) They don't even have to attack players. Make them attackable but essentially futile as they absorb energy of all sorts. Their mere presence on the grid hits all players as if they were being neuted by a Large Tech 2 neutralizer. Put a laser on its head for decorative design :)
3) Exploration support vessel, orca class hull,
Description: The new expanses opened up by wormholes sparked new development in the realm of exploration. Science teams from all 4 major empires banded together to create a ship to aid the new explorers.
Traits: - Bonuses to modules requiring salvaging, hacking or archaeology - Bonuses to Astrometric Rangefinding and Pinpointing - Limited ship bay, can only hold cov ops and cruiser sized vessels. - Able to "anchor" in space like a Giant Secure Container. Anchoring allows the ship to be cloaked and enables bonuses. (but uses fuel) for up to 30 minutes. Cannot reanchor for 30 minutes after anchoring. Can warp cloaked, but cloaking uses fuel. *Edit* Can be uncloaked if something comes within 20km of the ship
Thoughts? Questions?
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Esiel
Renegade Serenity
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Posted - 2009.12.12 02:33:00 -
[164]
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. . . I will buy the person who posts the best suggestion a beer. Prize can be claimed in Reykjavik
Originally by: CCP Incognito 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
So is there an end to this contest? Basically when do you want to announce the winner?
...
Beat the dead horse |
Shadow Bloodtear
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Posted - 2009.12.12 07:29:00 -
[165]
Shield bubble ship - would change fleet combat strategy a bit Capital interdictor/ae webber - woot Battleship sized hulk/mack - same yields, more health/drones, costs an arm/leg more Stealth bomber decloaker - can pulse some weapon and it'll knock any SB's on grid out of stealth Capital ore refinery ship - why not
Intelligence ship - will allow fleet members to view the local population of wherever the intel ship is. Would be a great tool for fleet commanders in managing defense/offense and being able to track enemy movement
I'll think about this some more and come up with more outlandish ideas...
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Waylan Yutani
Gallente DEATHFUNK
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Posted - 2009.12.12 11:37:00 -
[166]
t2 system jammer ship.
im thinking about a battleship with the resistance of a hic (it will need it) - extremely costly to produce, and has one purpose only - to field a cyno jammer. Null sec use only
when the cynojammer is deployed, it will appear on overview (if selected) - gogogo
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ceo chick
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Posted - 2009.12.12 12:23:00 -
[167]
The Normad Ship Class
Shipclass definition itsself close to Orca.
like a small base for Normads with a special version of jump drive that can be used everywhere and the cyno dosn't show on overview (close to covert cyno). ship can also use normal gates and wh's.
Sence: A Single Player can use it to life a while from it, to travel around and plex or run missions or whatever. he can anchor the ship and eject with an another ship to start what he want to do without risking someone can steal the ship.
Ship benefits:
- ship can be anchored in near planet or somewhere in space - not within 1.000.000km of stations, plex or moons - with a small FF (5km radius). ff only can be used by the player himself or maybe also corp members. hitpoints like a small tower when anchored.
- Player gets a mail when the ship is attacked while he is away.
- can Carrie 1.000.000m¦ of assambled ships (like carrier) inclusive refit - but only owner may use - maybe with the restriction only 1 ship each shipclass
- ship repair bay - a ship and its modules in FF here gets repaired like 1% - 5% per minute.
- 50k cargo, not a corp hangar but owner can access cargo from outside to drop off loot and refit his ship. - no cargo expanders can be fittet. - only fitting, ore, drones and ammo, no ships
- no offensive modules can be fitted.
- fitted modules such as hardener stay online when ship is anchored.
- a system scanner (like the old pos module) for anormalys, wh's and plexes can be accessed from when ship is anchored and the pilot sits in - but its takes 10 min for a full system scan.
- when not anchored agile like a bs or a bit less.
- 10 min anchor/unanchor - pilot need to sit in the ship to anchor or unanchor it.
- jump range like a BlackOps or Jump Frighter
from storyline it could be an old forgoten minmatar ship class from ages ago, reinvented by the matari themself.
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Rachel Silverside
Caldari Conflagration. Wildly Inappropriate.
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Posted - 2009.12.12 14:19:00 -
[168]
2 ideas the first (carebear) idea is that of a ship slighty larger than an orca able to fit what is essentially a pre dominion mining doomsday. when activating the mining doomsday you select what ore you want mined and then it sends out a bright orange wave and mines the ore. its a meh i was bored idea
The second is for a battleship sized ship able to fit a 20km range emp module that not only breaks locks but also disables combat modules (eg weapons) for 30 seconds and shuts down drones for a while (a minute or two) the time can be reduced by fitting emp shields in your low slots for the combat modules and drone communication devices in your midslots to reduce the time for drones. these aren't well thought through mainly becuase its nearly 12 pm here in darwin, australia -------------------- This sig was awesome but needs more EvE related content. - Zymurgist
Playing eve online is like getting punched in the balls/gut/face....... what? what are you waiting for? |
Jekyl Eraser
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Posted - 2009.12.12 17:46:00 -
[169]
Forcefield generator ship. Battleship size. Can make self or one Cruiser or smaller ship invulnerable.
Why? Because in eve there is no such thing as using terrain as cover. This ship would allow some ships to use this 'bubble' as such.
10% bonus to small remote repair cap use and duration. 20% bonus to small remote repair and shield transfer drone hitpoints, speed and repair amount. -99% power grid usage of Forcefield Generator 6 hi slots, 2 med slots, 6 low slots
new High slot module, Forcefield Generator: -Capital ship size module(fits into this BS with bonus on grid use) -Field can be projected around the ship module is installed(except if fit on capital ship) or to another cruiser or smaller ship. -Field is active for 50seconds afterwhich it has 10 second recharge and cooling period. -Only one field generator can be active at a time -Only cruisers and smaller can go through the force field. All effects are blocked also. -Unable to use smartbombs or any other AOE effects inside the bubble -Field radius 2500m, max 15km range(field is broken if range extends during module cycle)
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Celeste Paschendale
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Posted - 2009.12.12 18:30:00 -
[170]
Force Cynosural T2 Frigate... (for those frigate hulls that dont have their T2 version yet, like Burst)
Uses the normal Covert ops skill Can use Cov op cloak (and maybe immune to bubbles...)
Has shiney new T2 Cyno module, which is more powerful version of the old one and uses Stront instead of Ozone. While the Force Cyno is active, the ship is invulnerable.
I have 2 uses in mind:
1. Friendly Force Cyno, kinda like pulls gang member, who is in jump capable ship. So the friendly capital ship doesnt use isotopes to jump. Of course it doesnt work if the capital ship is tackled or such.
2. Hostile Force Cyno. Launch the Force Cyno, target enemy capital ship and "force cyno" or pull/tractor it up to 249km across the battlefield. Or something like that.
Dunno about the ideas tho. But to put it short: Dedicated T2 Cyno frig to work some Cynosural magic on both enemy and fiendly capital ships.
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Aiko Intaki
Lodizal Shield Tek Lodizal Conglomerate
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Posted - 2009.12.12 19:13:00 -
[171]
Edited by: Aiko Intaki on 12/12/2009 19:14:49 Electronic Attack Battlecruiser:
- A T2 hull based on the related tier-2 racial battlecruiser. - Available high slots and mount points are reduced compared to their T1 counterpart. - Possess T2 racial resists.
Ship Bonuses: 25% bonus to Drone Link Disruptor range per Electronic Attack Battlecruiser level. 25% bonus to Drone Link Disruptor strength per Electronic Attack Battlecruiser level. Some per-Battlecruiser level bonus to racial EW strength (not range). Some per-Battlecruiser level bonus to armor or shield resists (depending on race).
Drone Link Disruptor:
This scriptable high-slot module can be put into an AE or targeted mode. As a targeted weapon it attacks the drone bandwidth of the ship targeted. As an AE weapon it attacks drones within its area of effect, attempting to severe their link from controlling ships. Fighters and Fighter Bombers would be immune to the AE version of this weapon, while super capitals would be immune to the targeted version.
Targeted Version: In a manner similar to how sensor dampening attacks range or resolution, the drone link disruptor in targeted mode would attack a drone controller's done bandwidth. If the bandwidth were to fall below a level needed for the opponent to maintain their deployed drones, drones would be randomly placed in a temporary 'disconnected' mode until the affect of the drone link disruptor on controller's drone bandwidth had passed.
When scripted into its 'targeted mode', the drone link disruptor would have an optimal range of 15km and a default drone bandwidth damage of 25Mbit/sec. The cap usage would make sustained use by unbounded ships of sub-Battleship size difficult.
AE Version: In a manner similar to how EM bursts have a chance of negating all targets within their range, the drone link disruptor in AE mode would have a chance of placing all drones within its area temporarily into a 'disconnected' mode. Each pulse of the AE drone disruptor has a chance of extending this 'disconnected' mode.
When scripted into its 'AE mode', the drone link disruptor would have a range of 3km and a chance of disrupting drones within it that of 15%. In addition to the cap usage of the targeted version, the AE version would impose a mobility penalty of some form while active; perhaps a -50% velocity modified.
'Disconnected' Mode:
'Disconnected' drones show up as disconnected in their controlled drone control menu while in that state. While disconnected they decelerate, clear their aggression list and can not be commanded by their controller. The control wold still retain the option to abandon the drones if so desired.
Drones in a 'disconnected' mode would come back on their own in time. In the case of being disconnected due to insufficient bandwidth, they will come back online when the bandwidth is restored. In the case of being disconnected due to the AE iteration, they will come back online in roughly two cycle times of the AE drone link disruption weapon (to be determined).
The behavior of reconnected drones is the same in both cases, with their aggro list cleared they slow boat back to their controller as though the field had been cleared of enemies. The can, of course, be commanded to do something different from the moment they're no longer considered 'disconnected'.
Related Bonus:
Upon going LD or warping off-grid, drones would now be put into this 'disconnected' mode. If the controller returns on grid and within control range of these 'disconnected' drones, they would reconnect with the same behavior for reconnected drones outlined above.
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Aloriana Jacques
Amarr Royal Amarr Institute
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Posted - 2009.12.12 19:49:00 -
[172]
I'm not going to be terribly specific with mine as to let people fill in the gaps as they see fit.
My idea is for a ship with the ability to force other ships away using either a directional or full 360' shockwave. A directed shot would forcefully move the targeted ship directly away from the source ship a specific distance from where it was currently sitting. The full shockwave would move all ships in it's range half the distance of it's directed shot.
This would allow fleets to go in and actually break bubbles, ships that are too close in range to your allies, move enemy ships out of range of beneficial abilities, etc.
TL:DR New ship pushes target far away. New ship pushes everyone not-so-far away. - - - Aloriana Jacques - Skill Sheet
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Lucjan
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Posted - 2009.12.12 19:53:00 -
[173]
-Exploration battle cruisers heard mentioned many times. (Science Ships) T2 Myrmidon Please! -Specific NPC comodity capacity bonus industrials -Bus Shuttles (multiple pods in one ship) -Anti-Bubble shuttles -Motherships back. 2 ideas. 1.(Science Capitals I guess?) Maybe take a page from the bus shuttle and have 3 people in a carrier controlling a gun each extra to what the rest of the carrier has. Clone bay etc a must. 2. Anchorable structures within mothership radius. like a pos but once you move away from them they stop working.
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Herzog Wolfhammer
Gallente Aliastra
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Posted - 2009.12.13 08:06:00 -
[174]
Originally by: Aloriana Jacques Edited by: Aloriana Jacques on 12/12/2009 20:36:32 I'm not going to be terribly specific with mine as to let people fill in the gaps as they see fit.
My idea is for a ship with the ability to force other ships away using either a directional or full 360' shockwave. A directed shot would forcefully move the targeted ship directly away from the source ship a specific distance from where it was currently sitting. The full shockwave would move all ships in it's range half the distance of it's directed shot.
This would allow fleets to go in and actually break blobs, ships that are too close in range to your allies, move enemy ships out of range of beneficial abilities, etc.
TL:DR New ship pushes target far away. New ship pushes everyone not-so-far away.
I can see this being a case for a "non lethal DD". A wave that temporarily shuts down ships withing the area of effect. The skills of the players, in engineering, electronics, etc, determine how fast they can get back online.
This should affect all ships, including the one that emits the wave. Great blob breaker without being a PWNomatic.
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Vyktor Abyss
The Abyss Corporation
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Posted - 2009.12.13 08:18:00 -
[175]
Someone said planetary interaction RTS ships...
Just got me thinking of a Dune 2 type RTS mini-game for Eve...Mmmm...Now that'd be proper fun moon mining!
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Kazuo Ishiguro
House of Marbles
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Posted - 2009.12.13 10:06:00 -
[176]
Originally by: CCP Soundwave
Originally by: Tobias Sjodin
- Cloak the gathering Effects: Targeted ship(s) receive all the effects (positive and negative) of being cloaked, and decloak after 30 seconds. Special: If you get remotely cloaked, you cannot decloak for that duration. Hence this can be both an offensive and a defensive weapon.
I too enjoy VTES
Red Tape cannon: Target receives a 300-second extended session change timer. Any outstanding timers are reset to 300 seconds.
This would be quite an interesting weapon - it doesn't affect the operation of a ship in any way, but stops people docking, jumping, joining a fleet, ejecting, changing their active corp wallet division or boarding a new ship --- 34.4:1 mineral compression |
Darriele
Minmatar THE MuPPeT FaCTOrY
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Posted - 2009.12.13 10:38:00 -
[177]
A sheep in a wolf skin aka the mimicker module. Using the latest improvments in "holographic projectors and sensor distortion technology", this module allows the ship to mimic a random capital ship hull "signature" and "look".
It's a non-lethal module ofc, but scale it to 30-40+ 'Chameleon' ships on a normal capital battle field. Someone for sure will have an hearth attack (the lethal effect of using a non-lethal thing ) when seeing way too many capitals on the field :)
Inappropriate signature removed.Applebabe |
Dallenn
Minmatar Jericho Fraction The Star Fraction
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Posted - 2009.12.13 13:47:00 -
[178]
Tech 2 shuttles are years overdue CCP!
Cargo shuttle
An oversize version with larger cargobay. Sorta like the Interbus prototypes that have been already handed out to capsuleer pilots. A favourite of new traders but also of pirates.
Executive shuttle
This is for all you corp directors, idly rich ex-carebear forum trolls and whatnot. How many times did you find it demeaning to cram yourself into a lowly t1 ship like a 2 day old carebear noob on a trial account? All you want is a fast handy transport but travel in a capsule like a PvP gung-ho is not your style? Look no further than executive shuttles! These premium shuttles come with comfy leather seats in the lounge area, a minibar, rollcage and some extra armor plating, should the journey be in less than safe territory. No ship bonuses of any kind but a few extra zeros in the price tag.
Sports shuttle
A nimble shuttle with outstanding speed. A cult item for all the racing enthusiasts, shuttle hobbyists and 0.0 tourists that so often and sadly get mistaken for spies.
Roleplaying in Eve |
Xorth Adimus
Caldari The Perfect Storm Gentlemen's Club
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Posted - 2009.12.13 19:52:00 -
[179]
Edited by: Xorth Adimus on 13/12/2009 19:54:54 I would suggest
Heavy bomber, T2 battlecruiser (based on tier 2 model, in T2 scheme). Deacon - Amarr Gilgamesh - Gallante Black Kite - Caldari Thor - Minmitar
7 highs, only 4 of which can be used to fit torpedos, 5% racial damage bonus per level as per bombers. Secondary bonus is 10% base sheild or armour hp bonus per level, They also have some fitting bonus's for warfare links as per the t1 ships and ability to fit covert ops cloaks and Interdiction probe projector (see below).
For the remaining 3 slots they can fit general utility modules or a selection of the following:
Covert ops cloak (most likely to be common fit). upto 3x warfare links (ie as a covert ops command ship). upto 1x Bomb launcher.
All: upto 2x Interdiction probe projector (fires a warp disruptor probe 35km) Disadvantage: firing a probe with this launcher prevents warping for 20 seconds due to local wake effects. (Fitting one should be possible easily, fitting two may require rigs / implants and/ or a poorer fit elsewhere but it should be possible).
Racial probes that can also be fitted: upto 1x Minmitar - Webifier probe (AOE 20km) upto 1x Gallante - Warp scrambler probe (AOE 14km) upto 1x Amarr - Power leach probe (AOE 20km) reduces cap recharge by 50% (stacking penalised) upto 1x Caldari - Sensor Disruptor probe (AOE 25km) reduces sensor strength (not range or resolution!) by 50% (stacking penalised)
These racial probes may be only usable on the particular race's ships and also could be introduced on interdictors to be fired statcily (make them more suicidal! or include a time delay maybe).
Basicly a survivable anti blob / cap ship it offers many abilities as well as command abilities to covert ops gangs whilst uncloaked. For a battlecruiser it has a small signiture radius and speed / agility. With racial probes it fills more specialised roles. It's main weakness is being decloaked by fast ships after using it's probe projector hence it is best used on unsupported heavy ships or when it has more anti frigate support (such as with recons or btter yet in combination with well planned bombing runs).
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Terranid Meester
Tactical Assault and Recon Unit
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Posted - 2009.12.13 20:52:00 -
[180]
Drone Command Frigate
Its focus is to command drones. You assign this ship any drones under your command and it has extremly high bandwidth to cope with commanding large groups of drones/fighters.
It can command drones when cloaked and it has no drone bay although it can return drones to orbit it. Can also command fighters/fighter/bombers. It is a frigate to allow for a quick escape and to avoid detection when cloaked. It only has utility high slots. Has enough CPU/PG for the odd drone upgrade module.
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