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Doom Razr
RazrKorp
0
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Posted - 2012.06.29 04:09:00 -
[1] - Quote
As of now, Jove ships are not able to be flown by the capsuleers of New Eden. I have an idea of how CCP could introduce them as playable ships.
First off, make them faction ships, in their own category since they can't really be classified as a pirate faction.
Since the Jove ships are so technologically advanced and powerful, they can only be flown by going through a lot of training.
Prerequisites for Specter frigate -Level 3 in Amarr, Caldari, Gallente and Minmatar frigate
Prerequisites for Wraith frigate - Level 3 in Amarr, Caldari, Gallente, and Minmatar frigate
Prerequisites for Phantom cruiser -Level 3 in Amarr, Caldari, Gallente, and Minmatar cruiser
Prerequisites for Eidolon battleship -Level 3 in Amarr, Caldari, Gallente, and Minmatar battleship
Each ship will get bonuses from each faction's skill, which is what makes them better than normal factional ships.
I was also thinking that the only turrets they could fit would be new T3 Lasers. And that the T3 lasers could only be fit to Jove ships. But I'm not really sure that would be practical.
As for storyline reasons for releasing their ships for sale, I was thinking this: -There is promising new research that could cure the Jovian Disease, but is so immensely expensive that they had to.
Well that's it, I would be really interested to see what everyone else thinks about this. Fly safe and thank you for reading!
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Kisogo Magellin
Parallax Shift The Periphery
0
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Posted - 2012.06.29 05:18:00 -
[2] - Quote
No. Just no. |

IIshira
School of Applied Knowledge Caldari State
35
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Posted - 2012.06.29 06:19:00 -
[3] - Quote
The requirements to have three racial ship skill to level 3 isn't really that hard. Current faction ships already require two.
Even if you made it a requirement to have all four racial ship skills to 5 the fact would remain they would be OP.
Jove ships are far more powerful than anything else. The Jove frigate would win a one on one fight with any ship. To make them playable you would have to uber nerf the ships. This would be an insult to the Jove race!
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Jacob Holland
Weyland-Vulcan Industries Alliance not Found
55
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Posted - 2012.06.29 07:37:00 -
[4] - Quote
Kisogo Magellin wrote:There are many reasons why this won't work, for one, in lore, Jovian ships are supposed to be ******** powerful. You've proposed the ability to fly ships that could, in a small fleet, outclass ANYTHING, for less training time than any T3. Not to mention the blueprints that would need to be added, materials, components, skill books etc, etc, etc. There used to be a note on the tech levels on the old eve-o site which listed the Jove as working at Tech 4. What Tech 4 actually means is something we have yet to discover but it is a falacy to suggest that just because they are more advanced than the Empires they are " ******** powerful" or imply that their tech will (or should) always be beyond us.
The Amarr have the most advanced weapon systems among the Empires - but tactics and the terrain of capsuleer operations make the least advanced far preferable in most situations. |

StoneCold
Praetorian Cannibals
12
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Posted - 2012.06.29 07:54:00 -
[5] - Quote
Just make Clones not working in jove ships. Risk = reward. |

Miles Parabellum
The Grindmonkeys
13
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Posted - 2012.06.29 08:01:00 -
[6] - Quote
Cool suggestion, StoneCold. Also, I would have expected better stats from Jovian ships... |

Crellion
Parental Control
27
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Posted - 2012.06.29 08:18:00 -
[7] - Quote
Jacob Holland wrote:Kisogo Magellin wrote:There are many reasons why this won't work, for one, in lore, Jovian ships are supposed to be ******** powerful. You've proposed the ability to fly ships that could, in a small fleet, outclass ANYTHING, for less training time than any T3. Not to mention the blueprints that would need to be added, materials, components, skill books etc, etc, etc. There used to be a note on the tech levels on the old eve-o site which listed the Jove as working at Tech 4. What Tech 4 actually means is something we have yet to discover but it is a falacy to suggest that just because they are more advanced than the Empires they are " ******** powerful" or imply that their tech will (or should) always be beyond us. The Amarr have the most advanced weapon systems among the Empires - but tactics and the terrain of capsuleer operations make the least advanced far preferable in most situations.
Back in the day I remember a screenie of a dev in his Jove frig and it has 8 hihs 8 mids 8 lows... I call that a good start on the road to pverpowerdness for a frig hull... |

Rip Marley
Brutor Tribe Minmatar Republic
3
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Posted - 2012.06.29 08:21:00 -
[8] - Quote
Jovian ships compared to the rest of EvE is like comparing the modern US Navy to the Spanish Armada. |

Maeltstome
Caldari Deep Space Ventures Intrepid Crossing
28
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Posted - 2012.06.29 11:58:00 -
[9] - Quote
Jove ships arent needed adn dont havea role. They are there as part of the lore. |

nahjustwarpin
Imperial Academy Amarr Empire
22
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Posted - 2012.06.29 13:11:00 -
[10] - Quote
cool story but no
armor vs shield and generally ship rebalancing is what we need in first place |

Alara IonStorm
2527
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Posted - 2012.06.29 15:43:00 -
[11] - Quote
There isn't much describing how powerful the Jove are. I don't think they are so tough anymore.
Excerpts about the Battle of Vak'Atioth wrote:Forewarned, the Jove were able to meet the Amarr fleet with a perfect counter. The Amarr fleet was composed mostly of battleships and heavier cruisers. Its support was light, leaving the fleet sluggish and unguarded.
The Amarrians did not expect this. Their rigid command structure inhibiting communications, they did not realize what was happening. Lack of coherence and interoperability in the fleet meant that they could not cope with the sudden appearance of this unseen terror.
The entire battle lasted just under six hours and ended with the majority of the Amarr ships lost, while the Jove had lost only a third of their vessels.
They can be cut and they can bleed.
This all happened before the Minmatar Rebellion. So with T2 Weapons, T2 Ships like the Zealot and Guardian, Rigs and even T3 Warships and Supercapitals one have to ask how would the very small nation of the Jove hold up against a frontal assault.
T1 Fit Apocalypses and Mallers were used with little support. So how would the fight go against T2 and Faction Fit AHAC Legions and Zealots, T2 Fit Abaddons and Oracles supported by Guardians and Archons with Purifier Bombing runs. It was a surprise that there Supercapital could pop T1 unrigged beam Apocs with 30 Tacklers at the time but Avatars can do that to T2 fit Brick Tanked Abaddons now with lots of Tackle on them easily. Amarr has a lot of Avatars (See Coronation Video.) Jove is a very small nation by comparison.
I don't think they are so tough anymore. Especially with that disease sapping there will and there continually shrinking numbers. |

PotatoOverdose
Royal Black Watch Highlanders RISE of LEGION
86
|
Posted - 2012.06.29 16:35:00 -
[12] - Quote
StoneCold wrote:Just make Clones not working in jove ships. Risk = reward. This would be interesting. Introduce Jove ships, if you die in a jove ship, permadeath. |

Bugsy VanHalen
Society of lost Souls
136
|
Posted - 2012.06.29 17:41:00 -
[13] - Quote
the only place for jovian ships in EVE is when they are piloted by developers. Like way back in Everquest when a GM would spawn into the game to investigate a situation or griever. they would would spawn with some tricked out gear that made them invulnerable and could one shot anyone in game. That is what Jove ships would be according to lore,and the only place for that is with a GM or dev flying it. Would be cool if we actually saw this more often. I have heard of it on occasion but if the Jove race was actually seen in EVE on occasion under the direct control of developers I think it would be cool rare content. |

Bill Serkoff2
Tachyon Technology
20
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Posted - 2012.06.29 20:02:00 -
[14] - Quote
PotatoOverdose wrote:StoneCold wrote:Just make Clones not working in jove ships. Risk = reward. This would be interesting. Introduce Jove ships, if you die in a jove ship, permadeath. This idea would be so gamebreakingly awesome. And gankbait tears. |

IIshira
School of Applied Knowledge Caldari State
38
|
Posted - 2012.06.29 20:10:00 -
[15] - Quote
Bill Serkoff2 wrote:PotatoOverdose wrote:StoneCold wrote:Just make Clones not working in jove ships. Risk = reward. This would be interesting. Introduce Jove ships, if you die in a jove ship, permadeath. This idea would be so gamebreakingly awesome. And gankbait tears.
Not only lose your pod but your pilot would be sent to biomass. Game over... You lost! |

Venri Zod
Order of the Black Dagger
4
|
Posted - 2012.06.29 21:07:00 -
[16] - Quote
That would be so cool, like Jedi in the old SWG. Uber powerful but dead is dead. |

Unimaginative Guy
Daralux SpaceMonkey's Alliance
20
|
Posted - 2012.06.30 00:47:00 -
[17] - Quote
Make it so when you die you lose a Chunk of your SP, as in 1-8m lol. Oh and no ejecting, when the ship blows you blow up. |
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ISD Dorrim Barstorlode
ISD Community Communications Liaisons
49

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Posted - 2012.06.30 02:09:00 -
[18] - Quote
I'm fairly certain that the Jove are so xenophobic that the only way to get a Jove ship is to steal one. And good luck getting into their systems. ISD Dorrim Barstorlode Ensign Community Communication Liasions (CCLs) Interstellar Services Department |
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Verity Sovereign
Pator Tech School Minmatar Republic
209
|
Posted - 2012.06.30 09:54:00 -
[19] - Quote
All these idea have been suggested before, ie the Jove = no clone, and the Jove ship = faction ship using 4 racial skills.
If they were implemented, I would make them extremely rare - X BPCs are seeded in hard to scan plexes throughout lowsec. Y BPCs are awarded as part of a tournament - like the really rare special issue ships (silver magnate, Adresitia, etc).
Each *year* CCP checks how many of each Jove ship type remains in the game. Of 10 Jove ships were destroyed in the last year, then CCP seeds 10 new Jove ships.
Thus the number of Jove ships in the game remains roughy fixed, and never exceeds a small number (much like BPOs)
Or "Hardcore" character mode, no clones - you can start your toon as a member of the jove race, and you start in Jove space. Jove space has its own 0.0, high sec, and low sec regions. There would be temporary WHs in Jove low sec leading to c5 WH space, which could then lead to empire space - so it wouldn't be just two separate games The Jove Frigate skillbook is not sold *Anywhere*, so you can't fly a jove ship unless you started as Jove with lvl 1 already trained (and jove cruiser, will require jove frigate, jove BS requires jove cruiser, etc). You could get Jove hulls into Empire high sec, but only Jove pilots could fly them. We'd also need some starting skill to restrict Jove modules (I'm thinking Jove navy lasers, that are like faction versions of T2 lasers, Jove Navy Scorch that lasts 4000 shots exactly, and does 15% more damae than Normal Scorch, Jove Navy T1 crstals would do +25% damge, or maybe just +20% and last 8000 shots - also some Jove Drones dealing omni damage)
Perhaps if no clone is a bit too harsh, you could have a "successor/apprentice". Ie a clone of you, but one you can't transfer your mind to (insert BS about Jove disease), instead, you get 1 (or more, or less) "successor" that has its own training queue that replicates your main queue. If you die, the successor takes over, and a new successor starts training. If you die 2 times in one day, you are stuck with a successor who just started training that day, ie, you are back to square one...
If you go 3 years without dying, and then die, you're successor who has been training those 3 years takes over, and you lose no skillpoints.. and a new successor starts training. If a month later, you die again, that successor which has only been training for 1 month takes over... you are now left with the SP of a 1 month old toon (but the assets of a 3 year old toon). A new successor starts training. If you die the next day, your 1 day old successor takes over... you have 1 days worth of SP.
Perhaps you could have multiple "successors" based on skill, and each one costs a monthly ISK fee to support. You would also need to buy implants for your successors if you want them to train as fast as your main.
As to what the Jove ships would be... If seeded as BPC available usable by al toons,In my idea Jove ship would be sort of a T2 pirate faction ship.
Jove Combat Frigate (Wraith): Requires and gets bonuses from the Interceptor and assault frigate skills It also receives bonuses from all 4 racial frigate skills
Jove Covert Freigate (Specter): Requires and gets bonuses from the Stealth Bomber and covert ops skills It also receives bonuses from all 4 racial frigate skills
... and so on
As for its stats for hull/armor/shield/Speed/Capacitor Make them all 10% higher than the highest stat that a Min/Cal/Gal/Amarr corresponding T2 ships have. Then give it low slots equal ot the highest number of lows for any other races corresponding T2 ships have. Resists = the highest resist for each damage type of the corresponding Min/Cal/Gal/Amarr resists.
To all jove ships, give them half the highest turret and missile launcher number for another races corresponding ship, then give then a +100% bonus to energy and hybrid turret damage, as on Sansha ships, +100% missile damge bonus
Generically:
Minmatar: turret tracking Caldari: shield resist Amar: turret damage Gallente: drone damage and HP bonus Although I'm thinking maybe there should be 2 bonuses for each racial skill, so amarr can give armor resist as well, and caldari can give missile damage as well, so you can shield or armor tank jove boats, and you can have them be laser or turret boats
Alternately, if you must start as jove, then they simply require the Jove "ship class" skill level, but get 4 bonuses from that skill instead of 2 like other races do |

Boomhaur
85
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Posted - 2012.06.30 20:53:00 -
[20] - Quote
If I remember correctly I've seen a Jove ship in game, so it is playable. Just not by us, I believe it was a Jove Frigate piloted by a GM. Welcome to Eve. Everyone here is an Evil Sick Sadistic Bastard who is out to get you. Anyone who tells you otherwise is either trying to scam you or use you. |

Alara IonStorm
2535
|
Posted - 2012.06.30 21:09:00 -
[21] - Quote
Boomhaur wrote:If I remember correctly I've seen a Jove ship in game, so it is playable. Just not by us, I believe it was a Jove Frigate piloted by a GM. You can actually view there stats importing the there code directly into your fitting window. I used to have it written down how to do it and had all the Jove Ships saved and even some unreleased HAC's like the Caldari Obsidian.
Wraith Specter http://eve.wikia.com/wiki/Phantom Eidolon Visitant
So many interesting things in this game like the 5th Titan class. |

Katja Faith
Republic Military School Minmatar Republic
166
|
Posted - 2012.06.30 21:38:00 -
[22] - Quote
I think CCP should only give them to the Disgraced Lawyer to dispose of how he sees fit.
*calling the tin foil hat brigate*
Oh, and give them also to the tools that want BPOs removed from the game. It's only fitting. |

Anya Ohaya
School of Applied Knowledge Caldari State
136
|
Posted - 2012.07.01 06:14:00 -
[23] - Quote
Miles Parabellum wrote:Cool suggestion, StoneCold. Also, I would have expected better stats from Jovian ships...
Everyone just repeats the "Jove is awesome" mantra.
No one every checks the stats and realizes that Jove ships are not IWIN buttons. The stats are from way-back EVE, and many ships have been buffed since then. Some of the Jove ships would have to be buffed just to compete with pirate faction ships. CCP could easily release these ships as "obsolete" or "surplus" Jove ships without them being unbalanced.
If they did introduce them half the player base would whine about their lack of super-awesomeness, and the other half would complain that they're still better than any other T1 ship. |

Zae'dra Xanthe
POD Based Lifeforms
8
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Posted - 2012.07.03 13:47:00 -
[24] - Quote
Yep. They aren't that powerful at all if you look at the base stats. And the videos on youtube where you those piloted by GMs on sisi could be just fitted with the GM-only ultra mega "IWIN" modules.
What gets me is that yeah, Jove is supersecret and all, but ships are there, agents are there, systems are there... and yet, none of this is even hinted at being introduced into the actual game. Don't want to give them to players? Fine. But hell, at least make threads such as this one disappear by adding interesting stuff involving the jovians. Like missions that lead you to discover a WH into their space with a subsequent epic arc, where you can explore their space and society and learn a bit more about them. With the last mission being a wormhole back to New Eden or something.
No need to rebalance stuff. Just make em all NPC! :D That sure will get people interested in mission running on a whole new level :) |

Alara IonStorm
2553
|
Posted - 2012.07.03 13:59:00 -
[25] - Quote
Another thing about adding Jove Ships is that they don't have to make them better then player ships.
America and the Soviet Union have been arming unstable dictatorships for years and they always give them export models. Fighter Jets that don't have Afterburners, BVR Missiles and look down shoot down capability. Tanks that don't have DU Ammo, Reactive Armor and NBC resistant hulls. All of it made on the cheap.
Jove export model ships would be cool.
|

Zhilia Mann
Tide Way Out Productions
543
|
Posted - 2012.07.03 14:35:00 -
[26] - Quote
Alara IonStorm wrote:Another thing about adding Jove Ships is that they don't have to make them better then player ships.
America and the Soviet Union have been arming unstable dictatorships for years and they always give them export models. Fighter Jets that don't have Afterburners, BVR Missiles and look down shoot down capability. Tanks that don't have DU Ammo, Reactive Armor and NBC resistant hulls. All of it made on the cheap.
Jove export model ships would be cool.
This is the first thing in this thread that has made any damn sense. Proxy war-grade Jove ships. Just whip up a little dissension within the Jove themselves and suddenly both sides give out new magic crap to their puppets. |

Viscount Hood
Gallivanting Travel Company Luna Sanguinem
27
|
Posted - 2012.07.03 15:17:00 -
[27] - Quote
ISD Dorrim Barstorlode wrote:I'm fairly certain that the Jove are so xenophobic that the only way to get a Jove ship is to steal one. And good luck getting into their systems.
Why not open up some of those hidden back doors heh? |

Tarak Addaney
Freelance Economics Astrological resources Tactical Narcotics Team
3
|
Posted - 2012.07.03 22:00:00 -
[28] - Quote
You could easily put them in game, not giving their ships an advantage and make them a playable race that you can do like the others.
Sure they are supposed to be technology superior, yet you can write in a story how a faction of joves split or how some horrible tragedy happened and they lost technology.
Figure something like Vulcans and Romulans.. Roms split from the vulcs |

Bumblefck
Kerensky Initiatives
4427
|
Posted - 2012.07.04 13:02:00 -
[29] - Quote
I will support this when the OP adds an extra vowel to his surname.
In other words, never!
---- CONCORD arrested two n00bs yesterday, one was drinking battery acid, the other was eating fireworks. They charged one and let the other one off. |

Fronkfurter McSheebleton
Inglorious Waffles Care Factor
101
|
Posted - 2012.07.04 23:07:00 -
[30] - Quote
Zhilia Mann wrote:Alara IonStorm wrote:Another thing about adding Jove Ships is that they don't have to make them better then player ships.
America and the Soviet Union have been arming unstable dictatorships for years and they always give them export models. Fighter Jets that don't have Afterburners, BVR Missiles and look down shoot down capability. Tanks that don't have DU Ammo, Reactive Armor and NBC resistant hulls. All of it made on the cheap.
Jove export model ships would be cool.
This is the first thing in this thread that has made any damn sense. Proxy war-grade Jove ships. Just whip up a little dissension within the Jove themselves and suddenly both sides give out new magic crap to their puppets. Agreed, was about to post something similar.
Given that the jove are partial to both caldari and minmatar, it'd be a good way to add in a "pirate" faction to fill that gap, and also a good way to make an excuse for jove ships to use conventional weapons. No idea what their ships' attributes would be though...maybe something in the vein of the rokh/moa/merlin? A battleship with a shield resist bonus, hybrid optimal, AND hybrid damage bonus would be all kinds of epic. Triple rep Myrms are like what you'd get if you strapped a beehive to Robocop. |

Alara IonStorm
2556
|
Posted - 2012.07.05 00:02:00 -
[31] - Quote
Fronkfurter McSheebleton wrote: Given that the jove are partial to both caldari and minmatar, it'd be a good way to add in a "pirate" faction to fill that gap, and also a good way to make an excuse for jove ships to use conventional weapons. No idea what their ships' attributes would be though...maybe something in the vein of the rokh/moa/merlin? A battleship with a shield resist bonus, hybrid optimal, AND hybrid damage bonus would be all kinds of epic.
Jove use laser weapons in lore. Mordus Legion would be a better choice for Cal / Min Ships.
I like the idea of Jove Ships requiring all racial ships to V and having no bonuses and equal launcher / turrets. Just great ship stats and a slot layout that could work for shield or armor. Not as a super expensive super strong pirate faction thing but as a pretty good Ship that takes T2 materials to maintain a good price and takes a ton of training.
A reward ship for training you can fly commonly. |

Huttan Funaila
222 EVE
5
|
Posted - 2012.07.05 00:12:00 -
[32] - Quote
Bugsy VanHalen wrote:Like way back in Everquest when a GM would spawn into the game to investigate a situation or griefer. they would would spawn with some tricked out gear that made them invulnerable and could one shot anyone in game.
The "one shot" was a keyboard command: /kill, which immediately despawned any NPC you had targetted. Or it would make the entire zone aggro any PC that you targeted. The "tricked out gear" was guide/GM stuff such as a ring of escape, which was obtained from "Quartermaster" when you were made a guide/GM.
Crellion wrote:Back in the day I remember a screenie of a dev in his Jove frig and it has 8 highs 8 mids 8 lows... I call that a good start on the road to pverpowerdness for a frig hull... That is probably a Cockroach. Judging by the cargo capacity and resists, definately an AFK miner. |

Ruah Piskonit
PIE Inc. Praetoria Imperialis Excubitoris
103
|
Posted - 2012.07.05 02:05:00 -
[33] - Quote
oh yah, throw another race in there with storyline advanced tech to balance. . . |

Ethan Corpseller
Perkone Research
0
|
Posted - 2012.07.05 02:14:00 -
[34] - Quote
Someone's been watching clear skies 3 :3 |

Shereza
Center for Advanced Studies Gallente Federation
7
|
Posted - 2012.07.06 02:35:00 -
[35] - Quote
Zhilia Mann wrote:Alara IonStorm wrote:Another thing about adding Jove Ships is that they don't have to make them better then player ships.
America and the Soviet Union have been arming unstable dictatorships for years and they always give them export models. Fighter Jets that don't have Afterburners, BVR Missiles and look down shoot down capability. Tanks that don't have DU Ammo, Reactive Armor and NBC resistant hulls. All of it made on the cheap.
Jove export model ships would be cool.
This is the first thing in this thread that has made any damn sense. Proxy war-grade Jove ships. Just whip up a little dissension within the Jove themselves and suddenly both sides give out new magic crap to their puppets.
Well, I had an interesting response to this, but the game deleted it and then saved a "draft" of my post that was nothing but the quoted text. Needless to say I'm not particularly thrilled about that given that I'd hit Post with the reasonable expectation that it would, you know, post. 
That particular gripe out of the way.
That's definitely one potential source of Jovian ships in the current EVE environment. Two others are to either make them weaponized modern Jovian civilian ships, depending on the disparity in combat effectiveness between Jovian civilian ships and combat ships from the empires/factions we currently deal with, and finding older, outdated Jovian combat ships. These could be found in a mothballed/powered-down state in quicly abandonned facilities. Whether abandoned due to things like bio/nano-plagues caused by radical experimentation in solving the medical issues (genetic degradation?) faced by the Jovian empire or, for example, rampant assaults by sleeper drones let loose into Jovian space by experiments they conducted on/in wormholes and wormhole technology can be debated.
Another aspect of the "making them on par with current EVE ships" discussion is that if CCP doesn't want to let players find them whole hog they could be found in damaged/irreparable states, reverse engineered, and rebuilt to an imperfect but comparable to current ships fashion.
There are several fairly plausible ways to introduce Jovian ships into the modern EVE universe without making them grossly overpowered or even superior to a significant enough degree that the benefits to flying other ships are few and far between despite only a marginal degree of superiority on the part of Jovian ships. |

Aeryn Banks
Republic University Minmatar Republic
6
|
Posted - 2012.07.06 02:52:00 -
[36] - Quote
Shereza wrote:Another aspect of the "making them on par with current EVE ships" discussion is that if CCP doesn't want to let players find them whole hog they could be found in damaged/irreparable states, reverse engineered, and rebuilt to an imperfect but comparable to current ships fashion.
This suggestion I whole-heartedly support. |

killjoy raim smasher
Rules of Acquisition Acquisition Of Empire
0
|
Posted - 2012.09.02 00:54:00 -
[37] - Quote
of we had a jove ship it could kill 100 concord before the ship goes down and its posable to get to jove space by worm hole |

Gabrielle Lamb
Pator Tech School Minmatar Republic
22
|
Posted - 2012.09.02 08:17:00 -
[38] - Quote
Alara IonStorm wrote:Another thing about adding Jove Ships is that they don't have to make them better then player ships.
America and the Soviet Union have been arming unstable dictatorships for years and they always give them export models. Fighter Jets that don't have Afterburners, BVR Missiles and look down shoot down capability. Tanks that don't have DU Ammo, Reactive Armor and NBC resistant hulls. All of it made on the cheap.
Jove export model ships would be cool.
Oooh, big Like!
This would actually make a lot of sense, Jovian ship designs using our currently available technology to avoid the rest of new eden stealing their most powerfull pieces of technology. This way Jove space would even have some meaning, you could add superpowerful home-territory ships which upon destruction would self-destruct, leaving no salvage only some rabble (aka canister w/ damaged parts of Jovian Design).
Say you opened up Wormholes only to Jove space. And added a "Home Defense Front" with timers so you could only stay in Jove Home Space for say one hour every twenty hours before they hotdrop an undefeatable supercap fleet on your ass. This would open up Jove Local space for all but make it uninhabitable. Like if you log off in Jove-Space their defensive systems would send you back in to a WH or anywhere else in the Galaxy. You would have to take a small fleet (has to be a small fleet to get through wormholes) and you would be operating on a timer to get everything done. Aka enter random Jove system, probe down all exits and kill the sites, look for enemies and so on. And all has to be done within a single hour with your entire fleet at risk.
No alliances, no nothing, just pure fleet on fleet gameplay. |

terzslave
RedStar Enterprises RED Citizens
38
|
Posted - 2012.09.02 08:18:00 -
[39] - Quote
nerf the jove |

Verity Sovereign
Pator Tech School Minmatar Republic
228
|
Posted - 2012.09.02 10:17:00 -
[40] - Quote
Do people whine that the Freki is over powered? the Adrestia? No Jove ships could easily be introduced in very limited numbers. No BPOs, no BPC drops, no BPCs from LP stores. GM driven events where payers complete like tournaments with a splash of lore. Every 6 months-1 year, new Jove ships are seeded to replace those that were lost.
They could do it such that in all of EVE, you have perhaps 5 Eidolons, 15 Jove cruisers, and 45 Jove frigates. They'd be just a bit better than the equivalent tournament issue ships like the Freki/Adrestia, etc |

Gabrielle Lamb
Pator Tech School Minmatar Republic
24
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Posted - 2012.09.02 10:52:00 -
[41] - Quote
Verity Sovereign wrote:Do people whine that the Freki is over powered? the Adrestia? No Jove ships could easily be introduced in very limited numbers. No BPOs, no BPC drops, no BPCs from LP stores. GM driven events where payers complete like tournaments with a splash of lore. Every 6 months-1 year, new Jove ships are seeded to replace those that were lost.
They could do it such that in all of EVE, you have perhaps 5 Eidolons, 15 Jove cruisers, and 45 Jove frigates. They'd be just a bit better than the equivalent tournament issue ships like the Freki/Adrestia, etc
The problem with this idea is that it introduces Jove ships as nothing but collectors items. It's the equivilent of having a Ferrari Enzo in your garage and NEVER driving it other then a small lap around your house in fear or loosing it.
How often do you really see these limited edition ships in space? When was the last time you saw a Guardian Vexor fielding 10 drones? Introducing Jove ships in a way that nobody ever flies them but just keeps em in their garage so they can look nice and shiny is not a good solution. |

Vai Tanis
Hedion University Amarr Empire
13
|
Posted - 2012.09.02 11:33:00 -
[42] - Quote
People are often talking about ways to increase Eve's playerbase, to draw in and keep new players. One of the ideas often floated is a more themepark PvE system, directed quest lines and other such generic MMO content but the difficulty has always been how that could be integrated into Eve without totally knackering the game we enjoy.
So how about making Jove space a Themepark MMO? Quests, storylines, no PvP and it's own NPC seeded non-ISK economy. Carebears carebearing around in their own little haven, but when they want to leave and experience the usual Eve universe the Jovian government sends them on their way to Empire space in a ship stripped down to Empire technological levels. If they want to go back to Jove space, or capsuleers want to go there, they have to be clone-jumped by a Jovian embassy.
In story terms, Pirates find the first wave of naive Jovian wanderers easy prey, their ships inevitably end up reverse engineered and produced by pirate factions across New Eden, bringing Jove space and Jove ships into use in a non-disruptive fashion. |

Muad 'dib
The Imperial Fedaykin
474
|
Posted - 2012.09.02 11:42:00 -
[43] - Quote
jove ships are meant to be so powerful that they kill anything without so much as a scratch on them, you just cant have these ships every playable, ever.
as much as id love a jove ship, theres just no way anyone just a jove should have one. http://img299.imageshack.us/img299/4375/mynewsig2.jpg |

Marcus Gideon
Federal Defense Operations Gentlemen's Interstellar Nightclub
25
|
Posted - 2012.09.02 21:47:00 -
[44] - Quote
Has anyone noticed yet, if you actually look up stats for the Jove ships in game... they're rather tame?
The Cockroach is overblown, as are the Polaris line. But the Eidolon and such are rather ordinary stat wise.
Its not like flying the Jove ships, as they are now, would make anyone instantly invincible.
Pretty sure flying something Terran would be more interesting =) |

Shereza
Center for Advanced Studies Gallente Federation
45
|
Posted - 2012.09.03 01:19:00 -
[45] - Quote
Muad 'dib wrote:jove ships are meant to be so powerful that they kill anything without so much as a scratch on them, you just cant have these ships every playable, ever.
as much as id love a jove ship, theres just no way anyone just a jove should have one.
Where is this stated? I mean if you go by the chronicles or whatever from CCP's own web-site the primary reason the Jovians won their first, and only, skirmish with the Amarr empire was through foreknowledge and trickery. If they hadn't effectively ambushed the Amarrian fleet they would have suffered significant casualties and possibly even lost the fight. Even if the Amarrian fleet needed a three to one advantage in ships and five to one advantage in tonnage to achieve that that's still a long way from the gross imbalance of power you suggest should be there.
|

Liang Nuren
Heretic Army Heretic Nation
2036
|
Posted - 2012.09.03 02:04:00 -
[46] - Quote
Just dropping by to say I'd really like to see Jove frigates require: - Caldari Frig 5 - Amarr Frig 5 - Minmatar Frig 5 - Gallente Frig 5 - Interceptor 5 - Assault Frig 5 - EAF 5 - Covops 5 (Basically all T1 + T2 skills to 5)
Similar concepts for cruisers and BS's. This has nothing to do with me having trained all of these skills to 5.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Tarn Kugisa
Infinite Covenant Tribal Band
125
|
Posted - 2012.09.03 19:30:00 -
[47] - Quote
Make Each one require Level 5 in each racial ship class, as well as Assault Ships 5 for frigs, Heavy Assault Ships 5 for Cruisers, And Marauders 5 for Battleships Also require each racial Weapon type maxed to 5
Make it so you basically have to have every skill at level 5 to fly one.
Basically have over 90 Million SP to fly one, and 100M to fly on effectively because you have to be smart to fly what is essentially alien technology I Endorse this Product and/or Service Source Recorder-esque tool for EVE |

Tarn Kugisa
Infinite Covenant Tribal Band
125
|
Posted - 2012.09.03 19:32:00 -
[48] - Quote
Marcus Gideon wrote:Has anyone noticed yet, if you actually look up stats for the Jove ships in game... they're rather tame? The Cockroach is overblown, as are the Polaris line. But the Eidolon and such are rather ordinary stat wise. Its not like flying the Jove ships, as they are now, would make anyone instantly invincible. Pretty sure flying something Terran would be more interesting =)
But being able to use the QA Modules would make them practically invincible Example: QU Shield Extender gives you +1million Shield HP Restriced to GM's ships though I Endorse this Product and/or Service Source Recorder-esque tool for EVE |

Yabba Addict
Red Shift Enterprises
34
|
Posted - 2012.09.03 22:19:00 -
[49] - Quote
Yet another thread asking for additional ships while CCP are in the middle of tiericide, really? |

Alara IonStorm
3118
|
Posted - 2012.09.03 22:33:00 -
[50] - Quote
Yabba Addict wrote:Yet another thread asking for additional ships while CCP are in the middle of tiericide, really? And that is problem because?
People are not saying do it now CCP. CCP wants feedback for the games future and if a Dev likes this idea he might bookmark the thread and bring it up in a meeting some point down the road.
So the real question is why stop making idea's just because if considered they won't be implemented with emergency like speed. |

Liang Nuren
Heretic Army Heretic Nation
2039
|
Posted - 2012.09.04 02:24:00 -
[51] - Quote
Yabba Addict wrote:Yet another thread asking for additional ships while CCP are in the middle of tiericide, really?
Sure, why not? I'd love to have some uber pwnmobile that so few others can fly. :)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Cedo Nulli
Royal Amarr Institute Amarr Empire
228
|
Posted - 2012.09.04 03:51:00 -
[52] - Quote
Yes because what the game needs is a 100M SP guys personal pwnmachine of immortal power. |

Anya Ohaya
School of Applied Knowledge Caldari State
165
|
Posted - 2012.09.04 09:06:00 -
[53] - Quote
Marcus Gideon wrote:Has anyone noticed yet, if you actually look up stats for the Jove ships in game... they're rather tame? The Cockroach is overblown, as are the Polaris line. But the Eidolon and such are rather ordinary stat wise. Its not like flying the Jove ships, as they are now, would make anyone instantly invincible. Pretty sure flying something Terran would be more interesting =)
The Polaris ships aren't Jove ships. They're GM and Dev ships. Same as Polaris space isn't Jove space. |

Muad 'dib
The Imperial Fedaykin
478
|
Posted - 2012.09.04 11:40:00 -
[54] - Quote
Liang Nuren wrote:Just dropping by to say I'd really like to see Jove frigates require: - Caldari Frig 5 - Amarr Frig 5 - Minmatar Frig 5 - Gallente Frig 5 - Interceptor 5 - Assault Frig 5 - EAF 5 - Covops 5 (Basically all T1 + T2 skills to 5)
Similar concepts for cruisers and BS's. This has nothing to do with me having trained all of these skills to 5.
-Liang
fine with me (because i have those skills), but in eve lore the Jove are insanely powerful.
Theres just no way to even think about it without making the Jove ships "balanced" in some way which imo, is stupid.
Now perhaps a faction line of ships with a dual race like we have now, but requiring Jove frig/cruiser/BS skill perhaps exploration/WH - not fully Jove, but just a taste :P http://img299.imageshack.us/img299/4375/mynewsig2.jpg |

Bob Jan
Aimbob
5
|
Posted - 2012.09.04 12:01:00 -
[55] - Quote
Machariel! |

Chimpy B
The Philosophy Of Two
11
|
Posted - 2012.09.04 14:16:00 -
[56] - Quote
Any new ship would need to fill a role and have a purpose that isn't already in place. I don't think any holes exist with the current game mechanics.
I do think there are existing ships that need some improvement to make them more appealing. |

Alara IonStorm
3118
|
Posted - 2012.09.04 14:24:00 -
[57] - Quote
Muad 'dib wrote: fine with me (because i have those skills), but in eve lore the Jove are insanely powerful.
Where in EVE lore does it say this. |

Shereza
Center for Advanced Studies Gallente Federation
45
|
Posted - 2012.09.04 14:57:00 -
[58] - Quote
Muad 'dib wrote:fine with me (because i have those skills), but in eve lore the Jove are insanely powerful.
Theres just no way to even think about it without making the Jove ships "balanced" in some way which imo, is stupid.
Now perhaps a faction line of ships with a dual race like we have now, but requiring Jove frig/cruiser/BS skill perhaps exploration/WH - not fully Jove, but just a taste :P
The Jove are CLOSED off race and space, theres just no way to allow players to have a full on Jove vessel.
Shame that CCP chars stopped using Jove avatars, that was cool.
http://community.eveonline.com/background/potw/default.asp?cid=11-02-05
This is the only document I know of that demonstrates Jovian combat capacity, and given that it depicts the Amarr empire sending a force of only 200 ships against a Jovian system that is defended by an ambush strike force which included a mothership. On top of that the fight lasted nearly six hours and ended up with a third of the Jovian fleet destroyed.
Based on that document it's not hard to conclude that Jovian ships are not "insanely powerful." The mothership had to use purpose-built weapons and the fleet needed to ambush the Amarrian force and keep the ships locked down so that the mothership's guns could destroy the battleships, and even in that situation it took nearly six hours and cost the Jovians a third of their fleet to put down a mere 200 Amarrian ships. Two hundred ships total, not two hundred battleships.
Alara IonStorm wrote:Muad 'dib wrote: fine with me (because i have those skills), but in eve lore the Jove are insanely powerful.
Where in EVE lore does it say this.
That's what I asked.  |

Renier Gaden
Exanimo Inc Anger Management.
13
|
Posted - 2012.09.04 15:08:00 -
[59] - Quote
ISD Dorrim Barstorlode wrote:I'm fairly certain that the Jove are so xenophobic that the only way to get a Jove ship is to steal one. And good luck getting into their systems.
Actually there is a kernel of an idea here. The Jove are not likely to sell us their ships, and if they did they would be OP.
But... if some neutral body (pirate faction or independent corp or something) were to capture a Jove ships and then try to reproduce it... they likely would not be able to get many of the systems to work properly and have to jury rig components from the other four factions to get various systems working.
This would result in a ship based on Jove design and having some Jove tech, but would not be nearly as powerful as an actual Jove ship. Also, due to the components from the other four factions needed to get it working, it could have bonuses for all four factions. Make it so that if you did not have good skills in at least 2 factions the ship would be sub-par, but with good skills in all four factions it would be very good (but not game breaking good). |

Tragedy
The Creepshow
21
|
Posted - 2012.09.04 15:13:00 -
[60] - Quote
And not a single like was given. |

Brooks Puuntai
Nomadic Asylum Still Censored
709
|
Posted - 2012.09.04 23:49:00 -
[61] - Quote
No.
Nothing Jove should be added ever. Keep them how they are... A mystery. |

Abannan
Moira. Villore Accords
26
|
Posted - 2012.09.05 07:05:00 -
[62] - Quote
I'd rather think about how awesome it would be to fly jove ships and how amazing they'd be, then to actually fly them and them not to live up to expectations. |

Anya Ohaya
School of Applied Knowledge Caldari State
165
|
Posted - 2012.09.06 08:09:00 -
[63] - Quote
Muad 'dib wrote:, but in eve forums the Jove are insanely powerful.
Fixed that for you.
In EVE lore they are powerful, but as much through better tactics as better technology. And that was a long time ago.
Most of their reputation is due to the confusion over Jove and GM/Dev ships, and a few oddball ships like the enigma. |

Ireland VonVicious
Vicious Trading Company Alliance of Abandoned Cybernetic Rejects
60
|
Posted - 2012.09.06 11:24:00 -
[64] - Quote
I posted a similar thread a year ago.
Differances:
Train all races ship skills to 5.
Which then opens up the Jove skill for a ship with a large multiplier. Use with a secondary speicality skill that is related to weapon systems. (( Pychic beam style gun skill ))
Have the BPC's drop in only the hardest complexes.
Make the ships take a ton of high end materials.
All this would make it cost a lot not just in isk but in SP to fly. |

FlinchingNinja Kishunuba
Bellum Esca
115
|
Posted - 2012.09.06 19:15:00 -
[65] - Quote
Need all 5 racial ship skills to 5.
You lose a level off 2 of the racial ship skills when you lose the ship.
Ships are made from dancers and slaves.... |

Marcus Gideon
Federal Defense Operations Gentlemen's Interstellar Nightclub
26
|
Posted - 2012.09.07 03:21:00 -
[66] - Quote
Take careful note of these stats.
The ships really aren't as powerful as everyone imagines.
The only thing exceptional about them is their sensor strength.
Otherwise, they're rather ordinary ships compared to anything else. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
705
|
Posted - 2012.09.07 08:37:00 -
[67] - Quote
Doom Razr wrote:Prerequisites for Specter frigate -Level 5 in Amarr, Caldari, Gallente and Minmatar frigate, Assault Ships 5 Prerequisites for Wraith frigate - Level 5 in Amarr, Caldari, Gallente, and Minmatar frigate, Assault Ships 5 Prerequisites for Phantom cruiser -Level 5 in Amarr, Caldari, Gallente, and Minmatar cruiser, Heavy Assault Ships 5 Prerequisites for Eidolon battleship -Level 5 in Amarr, Caldari, Gallente, and Minmatar battleship, Advanced Space Ship Command 5, Advanced Weapon Upgrades 5, Command Ships 4, Marauders 4
For me looks like this would be more appropriated. Just an opinion. brb |

Herping yourDerp
Tribal Liberation Force Minmatar Republic
674
|
Posted - 2012.09.07 22:14:00 -
[68] - Quote
jove ships aren't that powerful compared to empire. the only fights with jove was between the amarr empire, and the amarrians lost because A they refused to retreat because it is against their laws B they were in battleships and the jove were in fast frigates/cruisers C the truely powerful Jove mothership had off grid DD.
a jove battleship would be better then any empire battleship, but it's not like 1 jove battleship would kill a carrier gang like people think, a jove battleship with t2 gear would be about 2-3 times as powerful as any navy battleship, it would probably also have an 8,8,8 slot layout. |

Liang Nuren
Heretic Army Heretic Nation
2085
|
Posted - 2012.09.07 22:15:00 -
[69] - Quote
Lin-Young Borovskova wrote:Doom Razr wrote:Prerequisites for Specter frigate -Level 5 in Amarr, Caldari, Gallente and Minmatar frigate, Assault Ships 5 Prerequisites for Wraith frigate - Level 5 in Amarr, Caldari, Gallente, and Minmatar frigate, Assault Ships 5 Prerequisites for Phantom cruiser -Level 5 in Amarr, Caldari, Gallente, and Minmatar cruiser, Heavy Assault Ships 5 Prerequisites for Eidolon battleship -Level 5 in Amarr, Caldari, Gallente, and Minmatar battleship, Advanced Space Ship Command 5, Advanced Weapon Upgrades 5, Command Ships 4, Marauders 4 For me looks like this would be more appropriated. Just an opinion. 
Needs more Inty 5, EAF5, Recon 5, Logi 5, etc. :)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Mukuro Gravedigger
Republic University Minmatar Republic
24
|
Posted - 2012.09.08 12:30:00 -
[70] - Quote
Since Joves were the people that granted the capsuleers the ability to travel in a pod, if they felt we were going to be a threat, then perhaps they thought ahead and have some version of a kill switch or virus as part of the pod system which would turn our brains into liquid goo...
Just a thought. |

Doddy
Excidium. Executive Outcomes
132
|
Posted - 2012.09.08 16:38:00 -
[71] - Quote
StoneCold wrote:Just make Clones not working in jove ships. Risk = reward.
This is probably the only way it could work. Just make it because of the Jovian disease.
As to their opness it is not so much. The had to deploy eves first supercap to stop the amarr, and that is the amarr with no pod tech, capitals, t2, etc. They are probably at the sort of levels you get from faction+ ships like the various tourney prizes. Still i think introducing them without some sort of major drawback (beyond what they did with t3) would be dumb. They should also have tough skill requirements and be expensive as hell.
Also the stats athat have been shown are ancient and def wouldn't be what is used.
Remember the angel ships are based off Jovian designs, so think of higher tech machariels armed with very fancy lasers instead of cannon. |

Marcus Gideon
Federal Defense Operations Gentlemen's Interstellar Nightclub
27
|
Posted - 2012.09.08 18:38:00 -
[72] - Quote
Not sure what the Jovian genetic breakdown would have to do with flying their ships?
However, I've often wondered why...
We can't use Clone Bays from a Rorq or something, from inside a WH.
And yet, when you die in the WH, you wake up in your med clone just like normal?
Imagine if you didn't wake up, unless someone carted your corpse back to kspace where the clone network could find you again. =) |

Red Teufel
Blackened Skies
77
|
Posted - 2012.09.08 23:45:00 -
[73] - Quote
My jove is bigger then yours. |

Mike Adoulin
Trans-Aerospace Industries
5
|
Posted - 2012.09.09 13:37:00 -
[74] - Quote
You have about as much chance of seeing Jovian ships in player hands as you do of seeing CONCORD ships in player hands.
IE, never.
Of course, as some have pointed out, the ships themselves aren't all that powerful, its the OMFG modules they have that make them unstoppable killing machines.
|

Alayna Le'line
20
|
Posted - 2012.09.10 11:03:00 -
[75] - Quote
StoneCold wrote:Just make Clones not working in jove ships. Risk = reward.
That would be odd, since the pod tech was actually provided by the Jove (and had to be adapted to "normal" human bodies). |

Zanza Mechonis
Vulkan Innovations Hegemonous Pandorum
3
|
Posted - 2012.09.10 14:41:00 -
[76] - Quote
I'd rather see some events where GMs get a fleet of jovian ships in various nullsec regions for alliances to shoot at, with MAYBE a BPC dropping that requires immense amounts of minerals... and can't be flown ever. However, they can be sold through contracts. "On the internet you can be anything you want... It's strange that many people choose to be stupid." |
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