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eliminator2
Gallente
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Posted - 2009.12.13 22:07:00 -
[181]
ok here's my idea
a battleship sized command ship ok so here is the erm lets go with the race gallente
ship type: bttleship ship name: Evolution Ship design: Hyperion Role: heavy command ship Slot layout: Highs: 7 Meds: 5 Lows: 8
Role bonuses:
Gallente Battleship Skill Bonus: 40% bonus to warp scrambler range and 7.5% bonus to armor repair amount of armor repair systems per level.
Heavy command ship skill bonus: +15 m3 extra Drone Bay space and 5% bonus to effectiveness of Information Warfare Links per level
Role Bonus: 99% reduction in Warfare Link module CPU need. Can use 3 Warfare Link modules simultaneously.
this ship has no gun slots just full on gang bonus that can give the gang links effect 1-3 jumps away as long as its inspace its has a big tank like the command ships have and a good drones bay to still do damage or to use web drones ecm drones stuff like that.
the warp scrambler range only works with well the warp scrambler that has 2 points its makes its range the same as a warp disrupter on a arazu which help it to keep targets down so people will have reasons to bring it on field of combat.
id like to give an example of a fit for this beast
Highs: 3 command links 2 nuets and maybe 2 nos Meds: 2 warp scrambler/1 warp scram and 1 web, 1 mwd, 2 heavy cap injector Lows: 2 large reps 2 EANM 1 DCU 3 active hardeners
Drones: ECM/Web
or more of a gang runner Highs: 3 command links 2 large RR 2 large cap transfers Meds: 2 warp scrambler/1 warp scram and 1 web, 1 mwd, 2 heavy cap injector Lows: 2 large reps 2 EANM 1 DCU 3 active hardeners
Drones: ECM/Web/RR drones -----------------------------------------------
I met Eliminator1..... I chewed it up, and spat it out. Now, he is my minion.
I kill miners and mission runners people say, I call them target pra |

Cailais
Amarr Diablo Advocatus Rogue Elements.
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Posted - 2009.12.14 00:54:00 -
[182]
Edited by: Cailais on 14/12/2009 01:07:27 Edited by: Cailais on 14/12/2009 00:55:26
Argh, I was just about to hit the hay and sleep when I stumbled upon this thread!
My 'dream ship' in EVE would be one that mirrors the theme of the Blackhawks in Peter F Hamiltons 'The Reality Dysfunction'.
This ship would be in the same size and class as destroyers or interdictors (and is perhaps best suited to working along side similar sized ships). It's key attribute would be the ability to generate and warp into a wormhole using a specialised drive system (probably a low slot module; I'll call a Antimatter Engine for now).
Entering the generated wormhole is non optional for this ship (it enters on activation), and it leaves in its wake a small (very low mass) and highly unstable wormhole. The destination system is entirely random (w-space, low sec, high sec, 0.0). Within minutes the unstable wormhole will collapse.
The role of our 'Blackhawk' then is to create escape routes / strike routes for small fleets or gangs. It's the ultimate roaming support class through its ability to penetrate the membranes of space.
Here are a few stats by way of example:
Antimatter Engine: Low Slot - can only be fit on Blackhawk Destroyers CPU 15 PG 1 Consumption Type / Qty : 100 Liquid Ozone / activation.
"Generates a highly unstable wormhole in its wake whilst propelling the ship into the void of space".
Destroyer Skill Bonus: 5% bonus to rocket rof per level 5% bonus to rocket and missile velocity per level
Blackhawk Skill Bonus: Can fit Antimatter Engine
15% reduction in MicroWarpdrive signature radius penalty level. -99% reduced CPU need for Scan Probe Launchers.
Blackhawk (amarr variant) Hull: Coercer Structure Hitpoints: 700 HP Max Velocity: 299 m/sec Inertia Modifier: 3.519 Mass: 1,371,000 kg Volume: 47000 m3 Capacity: 380 m3
powergrid Output: 57 MW CPU Output: 230 tf
High Slot 6 (Launcher hard points 6) Mid Slot 3 Low Slot 4
Shield resists 0/60/40/20 (600hp) Armor resists 50/30/25/35 (751hp) Sig Radius 83m
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Koss Cirdec
Brotherhood of Heart and Steel Libertas Fidelitas
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Posted - 2009.12.14 02:24:00 -
[183]
Localized Electronic Warfare Projector modules and a new T2 ship class to which they are exclusive. A large-hulled ship with less-than-excellent targeting performance, such as a battlecruiser, would be preferable.
Gameplay change: All of these modules discourage single-target spiking as the optimal fleet engagement tactic without excluding it as a possibility. They spread the frustration of electronic warfare over the entire enemy fleet rather than removing a single pilot from battle. The enemy fleet can react to the use of electronic warfare by target switching and other decision making. Rewards fleets handling multiple targets.
Each localized EWAR module works like its non-localized counterpart, except that instead of affecting the target ship's sensor capabilities it affects those of the ships targeting it, but only in their targeting of that specific ship. It does not affect the single ship that is the source of the effect.
Prerequisites would include Long Distance Jamming V.
Localized Sensor Disrupter Decreases the maximum distance at which ships can maintain a lock on the targeted ship and decreases their locking speed on that ship. Modifiable with scripts to affect only one aspect.
Can be used defensively to clear snipers at the edge of their range off a single friendly ship. This could give the target ship a chance to cloak or a respite in which to be repaired by its own systems and those of the activating vessel. Can be used defensively to make a single important friendly ship such as an interdictor more difficult to target.
Can be used offensively with targeting speed scripts to make a primary target more difficult for enemy support to react to.
Localized ECM Has a chance to unlock the targeting of a ship locked onto the target ship, and possibly prevent re-locking of the same target for a period of time. Comes in multispectral and racial varieties.
Can be used defensively to clear enemy targets off an attacked vessel, regardless of range, while clearing your support as well. This could: give a ship in a bubble a chance to cloak (if you drop your target and are completely successful), give a ship a chance to warp off, or give it a slight respite to be repaired by its own systems and those of the activating vessel.
Can be used offensively to disrupt cap transfer, sensor linking, remote repair, especially immediately preceding a primary
Localized Tracking Disrupter Decreases optimal range, tracking speed when firing upon the affected ship. Modifiable with scripts to affect only one aspect.
Can be used defensively with no drawbacks.
Since the above changes add some new ways to disengage, I suggest they are implemented along with another change that makes disengaging more difficult.
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Koss Cirdec
Brotherhood of Heart and Steel Libertas Fidelitas
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Posted - 2009.12.14 03:49:00 -
[184]
Exciting news from X-7OMU, as the SSoE announce the creation of the first stable wormhole. Ebembald Belber of The Sanctuary had this to say in a prepared statement.
Quote: ... was created on █████ in the ███████ system. Stability was obtained under the so-called odd condition, in which one end of the wormhole projects onto space devoid of other gravitational masses greater than the Antyles limit. The open end of our wormhole is over a million light-years from the nearest star. Computer simulations predict that the closed end will remain stable under ordinary translation and wormhole transformation.
This is a tremendous success for our Burrow to Heaven project, which aims to reproduce a wormhole network parallel to the course of the Eve gate itself. Our work on this phase of the project was made possible by generous donations of formerly stockpiled strategic arms which have recently and thankfully fallen out of preference. A list of the three non-anonymous donors can be found in the pre-review article in Artifice...
The entire Artifice article has been censored by CONCORD and Military censors. The official CONCORD response to inquiries about this censorship has been "██ ███████".
Military technology experts predict that ships dedicated to defending and moving the closed end of such a wormhole will be developed. "These ships will control access to the closed end, moving it with conventional warp drives and carrying it with them through other wormholes, which would then collapse around the stable hole. The optimal military platform would include a device or devices capable of forcing an enemy ship through the wormhole to face an unfriendly reception on the other side, as well as defenses to prevent undesired ships from gaining access to the protected space." The consequences of the destruction of such a vehicle were postulated to be "not too dire" for the W-space occupants. "It would expose the wormhole to unrestricted use" one expert explained, while another elaborated "The stable wormhole would most likely remain at the site of the wreck forever, eventually becoming a mere cosmic curiosity".
Anonymous detractors within the Sisters organization called the action heresy, wormholes other than Eve to be "false paths", and the whole enterprise "a labyrinth to hell".
Stock prices in Lai Dai (LDC) rose on the news.
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Premade
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Posted - 2009.12.14 05:32:00 -
[185]
I like this topic a lot. Here is my idea:
Environmental Disruption Class Ships
I remember going through missions in high sec in which I would have to race across gas clouds which slowly ticked away on my health. Having a ship that could change an environment in space to these conditions would be interesting to say the least. It would certainly also bring a more biological warfare tactic to the game.
The environmental disruption would most likely be a null sec only option, as I cannot see Concord allowing such tactics employed in their space. For high and low sec, these ships can have specialty launchers that focus on penetrating ship hulls. When it does, a toxin would be released into the ships systems, weakening it as a whole (Maybe even disrupting the pilots egg and weakening stats).
Also, these ships could add specific (unlike unspecific fleet commander bonuses) bonuses to environments like we see in wormholes. Of course, the bonuses would be for a 40km bubble only. Such bonuses could be like 15% damage increase to energy turrets, etc.
This type of ship could really bring more tactical warfare into eve.
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Barkaial Starfinder
Minmatar Conflagration. Wildly Inappropriate.
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Posted - 2009.12.14 05:49:00 -
[186]
Name: Mind****
Description: This big ship has the power to disrupt all upcoming information from the Local Channel. Unfortunatly, this makes the ship signature a lot bigger and renders it helpless in space for some time.
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Potrero
Gallente Federal Navy Academy
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Posted - 2009.12.14 06:07:00 -
[187]
I've been part of a stealth group that lives in space harassing reds in 0.0 for days at a time.
I'd like a stealth refitting ship. It would have a fitting window like a carrier and a cargo bay. It would also either warp cloaked or be able to use the covert cyno.
That way I can reload, repair and refit my bomber in space without making the X number of jumps back to civilization each time I need to change something.
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Yon Krum
The Knights Templar R.A.G.E
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Posted - 2009.12.14 09:47:00 -
[188]
Battlecruiser-sized ship.
Like a HIC, deploys a bubble that disrupts (reduces, not negates) remote nanite and shield energy projection. In other words, that screws with armor and shield RR. Of course, also prevents RR on the source ship while active.
There are a variety of other good ideas in this thread. Since ones for aegis destroyers and decloaking-pulse destroyers have been made, I offer the above.
--Krum --Krum |

Zaknussem
Intrum Industria
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Posted - 2009.12.14 11:23:00 -
[189]
Not a ship, but a module, or perhaps a ship-specific ability.
Emergency Jump Drive
Cannot be activated by itself, it automatically activates when the ship's structural integrity is close to failure. Then the ship is automatically jumped out of the current system into another one.
The kicker is that the destination system is completely random. For maximum effect, the range of this jump drive will have to be extremely long. To make matters worse, the local channel in the destination system will announce to everybody that "a massive spatial disturbance has been detected in the system", so to let everybody know that a badly damaged and disoriented ship has just arrived. 
This sounds ideal for the T3 BS line of ships, as those ships will combine "cutting-edge technology" with "gank magnet". |

Aineko Macx
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Posted - 2009.12.14 15:33:00 -
[190]
Originally by: Killljoy Anti-cloak warfare ship. T2 Destroyer. Drops a bubble with a 40k radius that distrupts all cloaks. You even use the interdictor sphere launcher as the base module for the invention for the cloak bubble launcher.
I think the idea of a T2 destroyer specialized in finding cloaky ships is an excellent one, as something is needed as counter against bomber gangs and AFK cloakers. I see this ship class getting a sig radius bonus to be less vulnerable to bombs. Dunno if I like the idea of a decloak bubble, maybe something like a decloak burst that uses up a special charge. This only solves finding nearby cloaked ships really, still trying to think of something against cloakers in safespots...
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Azirapheal
Amarr 24th Imperial Crusade
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Posted - 2009.12.14 16:20:00 -
[191]
Edited by: Azirapheal on 14/12/2009 16:21:27 nanobot cloud ship :)
been working on the idea for a little while and thought i would poast it in here
hull - cruiser sized slots 1/8/8 dronebay 25m3
req skills for the ship - ship command V racial cruiser V logistics IV ship skill increases range of nanobot cloud controller by 6km/level from a base of 10
pg and cpu should allow the ship to pack a maximum of 2 oversized plates/shield extenders + a single oversized booster/rep (and if done so will require some serious rcuing to fit anything else)
new module - nanobot cloud controller - Science V drone interfacing V (additional skills required for individual types highlighted *) basic idea - the ship provides an area of effect benefit or hinderance with this module, the entirety of the ships offensive systems are given over to the control of a nanobot swarm. the idea behind the module is that it will provide NO bonus when solo, a massive bonus to smaller gangs, and a limited bonus to blobs... or even a hinderance.
in all cases exceeding the safe threshold/level that the module can handle at your level incurrs 2% heat damage to the cloud module PER SHIP over the limit
type 1 - iron defense *remote repair systems iv the module controls a vast swarm of trillions of nanobot repair systems and remote reps any member of the fleet that has taken damage will repair at a rate of 500hp/s divided by the total number of friendly ships within range that have taken damage. the cloud repairs the cloud ship if it takes damage in direct proportion to this formula (500hp/s if it is the only ship taking damage, or 100hp/s if it is 1 of 5 being damaged, or 1hp/s if it is 1 of 500 being damaged) (while the ship may self heal at an astronomical rate if on its own it has 5 light drones. hardly a solo gatecamping king)
type 2 - weapon augmentation *advanced weapon upgrades iv the nanobot cloud integrates itself with the gangs weapon systems, correcting errors in trajectory and allowing the more efficient slaying of foes, provides the same effect as 1 tech2 weapon upgrade and tech 2 tracking computer for each friendly ship in range to a maximum of 5 ships/level within range
type 3 - system recalibration *target painting iv the cloud integrates itself with friendly ships electronics systems granting allies faster locking speeds and boosted sensor strength,- these are boosted 10%/level to 5 ships/level. also confers a base 10% increase to resistance of ECM to 5 ships/level within range
type 4 + ? thinking iron defense but for shields.
nanobot cloud controller drawback - conflicting commands error 404 nanobot not found
all effects are halved for each additional active nanobot cloud in range, as the trillions of commands radiating from multiple cloud ships interfere with eachother and get repair bots to clog weapon systems or get them to block the windshield.
so whaddya think?
Originally by: Azirapheal i never ever thought id live to see the day.... that titans were nerfed for being FOTM HAHAHAHAHAAAAAAA
Originally by: CCP Zymurgist SoonÖ
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Patrice Macmahon
Department of Defence
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Posted - 2009.12.14 17:21:00 -
[192]
My two cents.
Make it a destroyer class ship (or at least the first tier)
We need more destroyers!!!
=)
The Intakis have an obligation to defend the Federation, but not to assult others on its behalf. |

Karen Ichijou
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Posted - 2009.12.14 17:41:00 -
[193]
Edited by: Karen Ichijou on 14/12/2009 17:47:01 Edited by: Karen Ichijou on 14/12/2009 17:46:38
Originally by: Azirapheal type 1 - iron defense *remote repair systems iv the module controls a vast swarm of trillions of nanobot repair systems and remote reps any member of the fleet that has taken damage will repair at a rate of 500hp/s divided by the total number of friendly ships within range that have taken damage. the cloud repairs the cloud ship if it takes damage in direct proportion to this formula (500hp/s if it is the only ship taking damage, or 100hp/s if it is 1 of 5 being damaged, or 1hp/s if it is 1 of 500 being damaged) (while the ship may self heal at an astronomical rate if on its own it has 5 light drones. hardly a solo gatecamping king)
I dunno.. I think more RR in EVE would make blobbing even more of a requirement. All this means is that your fleet must be small to benefit, but screwed if you face a larger gang. Also, the detrimental effects I assume would be self-based AOE so you'd only be able to really use it in nullsec.
---
Anyways another idea. Playing starcraft, one of my favorite ships was that unit that was always cloaked, but could do no damage. It was just an observer that could reveal cloaked ships. We've always needed scouts, but always used a ship whose purpose wasn't really made for scouting. (cov ops frigates are for exploration!)
Another idea: a ship that's: * always inherently cloaked * can be seen on the overview by only covert ops frigates, cloaky recon cruisers and black ops within 50km. * can see any other cloaked ships on its overview * does not appear in local * does not have any cargo bay * also has a huge sig radius so it can be easily probed/locked [A battleship can lock it under a second]. * Once locked, it shows up on everyone's overview * has no slots whatsoever (like a freighter) * a top speed of 30m/s *edit* * an emergency burn button, which allows the ship to travel 2km/s with almost interceptor like acceleration for a 10 second cycle, but cannot be used again until 5 minutes after use. * the tank of a shuttle * Enough capacitor to cross the largest regions of space, but a crappy recharge to prevent constant warping to avoid probes, but given a full cap recharge with every jump [optional: if someone wants to spend all day warping between celestials, i guess that's fine, but no afk unless you wanna be probed out]
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Dallenn
Minmatar Jericho Fraction The Star Fraction
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Posted - 2009.12.14 19:53:00 -
[194]
Originally by: Koss Cirdec Localized Electronic Warfare Projector modules and a new T2 ship class to which they are exclusive. A large-hulled ship with less-than-excellent targeting performance, such as a battlecruiser, would be preferable.
Gameplay change: All of these modules discourage single-target spiking as the optimal fleet engagement tactic without excluding it as a possibility. They spread the frustration of electronic warfare over the entire enemy fleet rather than removing a single pilot from battle. The enemy fleet can react to the use of electronic warfare by target switching and other decision making. Rewards fleets handling multiple targets.
Each localized EWAR module works like its non-localized counterpart, except that instead of affecting the target ship's sensor capabilities it affects those of the ships targeting it, but only in their targeting of that specific ship. It does not affect the single ship that is the source of the effect.
Prerequisites would include Long Distance Jamming V.
--- snipped the long explanations - Dallenn ---
Now here's a concept that could revolutionize fleet warfare as we know it. Time to break some new ground CCP?
Roleplaying in Eve |

Patrice Macmahon
Department of Defence
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Posted - 2009.12.14 21:24:00 -
[195]
Edited by: Patrice Macmahon on 14/12/2009 21:25:00 Forward Observer Ship Class
Fleet Support Role - Anti Cloak/Bomber with system information gathering potential. Hull Class - Destroyer
5% Bonus to Probe strength per level 5% Bonus to Sensor Booster module affects per level. 15% Bonus damage to Defender Missiles per level. Role Bonus - 99.9% reduction in CPU requirements when mounting Spacial Sonar Modules. (Can effectively fit 1 such module)
Highslots 8, 4 Turret, 4 Missile Midslots: 3 Lowslots: 3
Spacial Sonar Module: This module uses Sub-Space Debth Charges and can deploy a subspace sonar module 1 per Minute, or once every 45 seconds with max skills. It effectively sends out a pulse to the edge of the ships Sensor boosting range at a speed of 500 m/s, and forcefully uncloaks any ships in the area. It deals Zero damage.
Additional module idea - Sensor relay modlue - Allows you to effectively drop a probe into a system which actively counts the number of uncloaked ships in that sytem and sends those counts back to the mother ship up to two jumps away. Number of deployed probes increases with skill level up to a maximum of 6 such relay probes.
The Intakis have an obligation to defend the Federation, but not to assult others on its behalf. |

Arch Alterius
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Posted - 2009.12.14 23:04:00 -
[196]
Improve the effectiveness of covert ops and give them the ability to use ship scanners and gather information on a subject's ship while cloaked at a range at about 15-25km
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Terra Jennings
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Posted - 2009.12.14 23:50:00 -
[197]
Drone-Logistics Micro Carrier
Each race's ships have 125 drone bandwidth and large drone bays.
- Caldari- 5% bonus to shield maintenance drone effectiveness 5% bonus to ECM drone effectiveness
- Minmatarr- 5% bonus to shield maintenance drone effectiveness 5% bonus to target painter drone effectiveness
- Galentee- 5% bonus to armor maintenance drone effectiveness 5% bonus to webifier drone effectiveness
- Amarr-5% bonus to armor maintenance drone effectiveness 5% bonus to energy neutralizer drone effectiveness
OR (strictly all race specific drones)
- Caldari 5% bonus shield maintenance drone effectiveness 5% bonus ECM drone effectiveness
- Minmatarr 5% bonus webifier drone effectiveness 5% bonus target painter drone effectiveness
- Galentee-5%bonus armor maintenance drone effectiveness 5% sensor dampening drone effectiveness
- Amarr-5% bonus tracking disruption drone 5% bonus energy neutralizing drone
I originally thought of these as using the tier 2 battlecruiser hulls. If you put these additions on the tier 2 BC hull you would get what I would consider a fair amount of DPS (~300-400, which equals about what BC damage is without drones, although this could be tweaked) and a decent tank if given t2 resists (BC tank is pretty weak but with t2 resists it would be just about right.). Damage output might have to be kept low because a group of these spider tanking could be pretty strong.
These would make for excellent small gang pvp ships as well as create a more fun to fly logistics ship considering you dont have to sacrifice many slots for the utility you bring (all drones, maybe only need drone nav computer or drone link augmentor).
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Zaq Phelps
Eve Defence Force Systematic-Chaos
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Posted - 2009.12.15 16:14:00 -
[198]
If recons are force multipliers, I'd like to see a specialized force de-multiplier, if you will. Some thing that basically remote ant-ewars up friendly ships. Each race would have it's own special anti-recon specialization.
For example:
The Caldari would excel at remote ECCM with bonuses to range and strength (because of fal...) The Gallente would remote sensor boost (for catching ninja cloakies) and boost warp stability (could be useful for lowsec freighter runs) The Amarr would remotely enhance tracking (small sniper gangs woot) and harden against nuets/nos (anti-curse/pilgrim) And the Minnies would remotely reduce sig radius and harden against webs (for frigate/nano gangs)
They would obviously have no or little dps, but the ships they fly with would either be enhanced against or protected some against recon/bops gangs without having to make fitting exceptions for ECCM and such and a recon gang can destroy it (or otherwise lock it down) if need be.
As I haven't read the entire thread, forgive me if this has already been suggested.
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Head Puppet
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Posted - 2009.12.15 18:20:00 -
[199]
I like the idea of a capital ship class that operates like a mobile POS. The pilot would detach from and anchor half of the ship, which would then activate shields similar to that of a POS, providing shelter for the friendly fleet. This mobile ôPOSö should have shield size and hit points just shy of that of a small tower. Once deployed, the half of the ship that acts as a POS would also retain capital sized fittings that are predetermined by the pilot (offensive and/or logistic), and said fittings will only be operable by others in the fleetànot the original pilot (similar to operating guns at a POS). The anchored component will also contain a corp hangar and corp maintenance array, allowing for the storage of, and refitting of shipsàand perhaps a clone vat for jump clones. The half of the ship that the pilot is still piloting should have a tank similar to that of a command ship or T3 cruiser, and offensive drone capabilities that are about 75% of a carriers. ItÆs drones can only be operated on the same grid at the detached/anchored half of the ship, so the piloted half is part of the point defense of the anchored half. Once detached, the anchored half should be completely immune to ewar. The anchored half cannot have an active tank, so it must rely on external logistics if it is taking damage that exceeds its shieldÆs passive regeneration. Detachment and anchoring should be a single step that results in instant anchoring, assuming proximity caveats are met. Remaining anchored should require fuel, similar to that of a ôsiegeö cycle (similar in concept, not in consumption) Un-anchoring should take 5-10 minutes, and if unanchored due to fuel depletion, theft should be possible. This means that reattachment/un-anchoring should be a command issued from inside the shields, and if the half of the ship that would issue such a command is destroyed, a spare had better be available to retrieve the anchored half before the fuel is exhausted. Otherwise the hostile fleet can retrieve the once anchored half.
This is my vision on a Mothership, but if you give it to me, IÆll let you make it any class of ship that you want.
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Pagan Grace
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Posted - 2009.12.15 23:48:00 -
[200]
I can't see that anyone's mentioned it. So I will.
The Space Whaler, of course! |

Azrael Darkwynd
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Posted - 2009.12.16 03:51:00 -
[201]
Another new ship idea
T2 Battleship - Support Ship
The role of these ships are completely supportive and the bonus they give to the fleet determined by a module equipped in a high slot.
The modules would be limited to 1 per ship (maybe 2) and each one would have the following effects (with the potential for others) and when activated they have an capacitor upkeep cost (size depends on the the strength of the bonus)
1) Any targets locked by the ship have instant lock times for other pilots in the support ships fleet 2) Bubble RR centered on the support ship, any ships within the support ships fleet within the bubble (maybe any ship or ships in the bubble locked by the support ship) 3) Bubble cloak centered on the support ship, any ships within the bubble and in the support ships fleet are cloaked. Anything that comes within 2km of the bubble not in the fleet deactivates it. 4) Sensor boosting bubble where any ship in the bubble has increased targeting range and faster targeting times 5) Shield bubble where a bubble is centered on the ship that acts like a POS shield. Damaging the shield decreases the capacitor of the support ship and the bubble disappears when the shield can no longer be supproted 6) Energy Vampire Bubble projected out from the support ship that drains energy from all the ships around the support ship and gives it to the support ship Each skill level would: Decrease capacitor drone Increase size of bubbles
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Brutal Bruno
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Posted - 2009.12.16 14:25:00 -
[202]
I would like to see a ship that has massive scanning bonus. Can fit codebreaker, salveger and analyzer and gets bonus for all three. Can also fit a cloack. Frig size and has a speed of 300-400. No turret or launcher point but could have 5 small drones.
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Avernus
Gallente Imperium Technologies
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Posted - 2009.12.16 16:26:00 -
[203]
Edited by: Avernus on 16/12/2009 16:33:27
Originally by: Aineko Macx
Originally by: Killljoy Anti-cloak warfare ship. T2 Destroyer. Drops a bubble with a 40k radius that distrupts all cloaks. You even use the interdictor sphere launcher as the base module for the invention for the cloak bubble launcher.
I think the idea of a T2 destroyer specialized in finding cloaky ships is an excellent one, as something is needed as counter against bomber gangs and AFK cloakers. I see this ship class getting a sig radius bonus to be less vulnerable to bombs. Dunno if I like the idea of a decloak bubble, maybe something like a decloak burst that uses up a special charge. This only solves finding nearby cloaked ships really, still trying to think of something against cloakers in safespots...
Rather like this as well, but I'd want to make it dual capability. 1- Specialized scan probe launcher for scanning down cloaked ships. 2- Ping charges, fires off a ping which uncloaks any ships on grid (treated like a probe for mechanics, can be recovered). Can ping multiple times with the same charge, uses the scanner to ping... perhaps can set charges at multiple locations in the system (thinking of spread out fleet situations). Think of nice old school hollywood WWII submarines, when they get pinged the victim hears a resounding vibration go through his ship, and knows that he is about to be well and truely cornholed.
Other ship bonuses would likely revolve around speed, and warp disruptor range bonus.
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Killljoy
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Posted - 2009.12.16 19:21:00 -
[204]
So who wins?
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Koss Cirdec
Brotherhood of Heart and Steel Libertas Fidelitas
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Posted - 2009.12.17 06:38:00 -
[205]
I in general like the idea of moving ships around. Any modules that do this probably need to compete with the ship's own drives, rather than just act like a tractor beam.
Originally by: Lijhal a ship with a unique role which doenst exist currently and can offer more than one role ??
how about a t2 battlecruiser-size vessel with the ability to distribute incoming damage from one target to, lets say, 5 other targets ? what do i mean ?
Originally by: Captain Vampire What I'd like to see is a shield/armour linking capital and a new module. The ship should be able to target lots of targets(like 16+), have very fast lock speed and be unaffected by E-war and a decent active tank + buffer. Then, give the ship with a new module, call it shield/nanobot bridge. Give it 8 high-slots, and the ability to link up to 8 targets at the same time.
Originally by: Nico Terces My idea is as follows: A logistics ship that can remote rep shields, cap, armor, etc not through conventional repairing, but by sacrificing it's own armor / shields / cap to recharge the targets cap / armor / shields.
I really like these incoming damage transfer ideas. Instead of the complicated targeting, how about this: Shortish range, high slot module. Redirects all damage from the targeted ship to your ship. Targeted ship can not activate high-slot modules, has +100% sig radius. -1 warp stability to yourself. Only works while you remain warp stable.
Originally by: TeaDaze Covert forward operation platform
I like this, but am not sure about being able to black-ops it around. Unique ability: isn't decloaked by and doesn't decloak a cloaked vessel within 2500m. Actually, there's another ship: Covert Ops Coordinator, can fit a Cloaking Phase Synchronizer. N cloaked vessels within Xm of the ship don't cause each other to decloak.
Originally by: Gremrod Not sure what you would really do with the ship except for feeding bad intel to the enemy when you are spotted. The ship is the Chameleon class / hull ship
Originally by: Dandy Lyon Hey! That's kinda what I was thinking. But, I'm seeing a high slot module instead ... When the modual is activated on a target, the ship apears to be the same type of ship as the target. The only way to tell that it's not what it appears to be is with a fitting scanner.
Excellent. "That's no hulk..."
Originally by: Killljoy Anti-cloak warfare ship.
T2 Destroyer
Drops a bubble with a 40k radius that distrupts all cloaks. You even use the interdictor sphere launcher as the base module for the invention for the cloak bubble launcher.
I think we need some form of anti-cloak warfare, but I think it's better suited for a strategic index POS module with a long cool-down time. Remember too that gate cloaks are provided to protect us from lag, loading times, etc, so if any anti-cloaking countermeasure is introduced it should probably prevent activating cloaking devices or forcibly deactivate them, rather than decloaking cloaked ships.
Originally by: Jint Hikaru My idea is based on the Tank/Taunt type of playerstyle from other MMOs....
Locked target transfer. Interesting... Would probably only be balancable if the tank isn't really very good, would need a very short range.
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Yahrr
The Tuskers
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Posted - 2009.12.17 09:10:00 -
[206]
The Pod-Ejector.
A vessel that can field a single large ejector-drone. This drone positions itself next to the target ship and pulls the pilot's pod out of it. The drone is low armored, slow moving and has a 30 second cycle time. The host has a drone bay large enough for a few spares.
Don't use this ship before you've shut down the enemy's weaponry or expect a few lost ejector drones.
(Yahrr wants old school piracy back)
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Phoenix T'ril
Gallente Hashimoto Corporation
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Posted - 2009.12.17 09:43:00 -
[207]
I'll bite.
I'd love to see a true ship carrier. Along the lines of the Orca, but with a significantly smaller cargo bay, and a vastly larger ship maintenance bay, made for handling a battleship or two. No fighters, no guns, just a literal ship carrier. That'd be handy. I tote around a lot of ships in my Orca, but I could stand to lose around 100,000 cargo (from a total of ~120k including the corp hangar) for the sake of another 100,000 ship maintenance bay.
I want a field expeditionary carrier for exploration. The Orca's great but it's not perfect. It doesn't have room for a salvage BC, an assault BC, an assault frigate, and a covops. And yet has way more cargo space than I know what to do with. Something that's a bit more biased to rigged-ship carrying and less towards full cargo would rock.
Yeah, it's not more outlandish than anything else in this thread. :3
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TeaDaze
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Posted - 2009.12.17 12:28:00 -
[208]
Originally by: Koss Cirdec
Originally by: TeaDaze Covert forward operation platform
I like this, but am not sure about being able to black-ops it around. Unique ability: isn't decloaked by and doesn't decloak a cloaked vessel within 2500m. Actually, there's another ship: Covert Ops Coordinator, can fit a Cloaking Phase Synchronizer. N cloaked vessels within Xm of the ship don't cause each other to decloak.
Without the ability to black ops it around you might just as well put a prototype cloak on an orca and be done with it 
The clocked ships decloaking each other "bug" introduced with the stealth bomber changes was supposed to be fixed at some point. I don't know if it is still classed as a bug or has now moved up the ranking to working as intended I know there has been an issue raised by the CSM to have this looked at (at least for ships in your fleet) but it is pretty tricky to warp a squad of bombers covertly when they decloak each other along the way...
Anything with the same size maint array as an orca can't fit battleships inside so it isn't a way of bridging a battleship fleet into a cyno jammed system.
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Ahz
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Posted - 2009.12.18 02:22:00 -
[209]
We already have the ships. They just need to be modified to fit these demands.
The E-WAR ships: Sentinel, Keres, Hyena, etc... all have a role but it's under-utilized.
My suggestion would be to boot the e-war capabilities of all of these ships dramatically and scale back any damage dealing capability.
Hyena should have massive web-range and strength bonuses. For example. You'd end up with a 50 km webber on a frigate. Perhaps a bonus to scram range as well.
All the other ships would have similar boosts so that they did little more than their particular e-war function. Maybe just enough damage to get on the kill mail.
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Fi Vantage
Minmatar Kha'rific-Mintor Outriders.
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Posted - 2009.12.18 04:07:00 -
[210]
Edited by: Fi Vantage on 18/12/2009 04:09:12 Ohh, fun thread.
How about a ship that acts as other ships' engines? Move up alongside some other ships, bind them to your hull and mwd/warp/jump them away.
Probably have to limit its offensive capabilities by making it hard to use on non-compliant targets.
Edit: Originally by: Patrice Macmahon My two cents.
Make it a destroyer class ship (or at least the first tier)
We need more destroyers!!!
=)
Also this.
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