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Fenris Nihilus
Southern Comfort Armaments Shadow of xXDEATHXx
1
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Posted - 2011.09.23 09:13:00 -
[1] - Quote
If CCP ever comes out with Tech 3 frigates I think they should receive Suppression Roles, increasing the functions one can serve flying small ships. Like Tech 3 Cruisers where designed with WHs in mind these would be designed with Suppressing in mind, sort of an expansion on their use as "fast tacklers" and "logistics".
Here is one example of a T3 Frig I had in mind, feel free to post your ideas for what other kind of suppression technologies these ships could use to make it viable to add to the game.
Call this T3 Frig an Inhibitor Class ship:
This ship will serve its role as the only ship class in the game capable of using Inhibitor Subsystems with suppression modules, exclusively used by Inhibitor Class ships. Example of ship bonus description. Role Bonus: Capable of fitting suppression modules the modules would say Can only be fitted on Inhibitor Class Ships
In order to fly the ship I would imagine it would have its own set of T3 subsystems or subskill sets required similar to T3 Cruisers. This would prevent the ship from being a viable choice of new characters while giving experienced players the daunting task of having to retrain skills they lose when they lose the frig, preventing the ship from being overused by everybody on the block.
The various suppression modules you can fit to the ship should cost so much cpu/powergrid or cap usage that only 1 could be used on a ship at once "or simply restrict the ship to only 1 module of that type", so you can't have a single frig do everything creating more expectation to organize more than one pilot to do certain tasks or tactics.
Optional Idea: Give these ships the hull bonuses of 2 other tech 2 frigs as if they built tech 3 ships from tech 2 hulls. When I say bonuses though I mean the exclusive Tech 2 bonus not the Tech 1 bonus that was carried over to Tech 2 as stacking 3 sets of bonuses would be ridiculous. IE: Gallente T3 Covert Ops Skill Bonus: From Helios -97.5% to -100% reduced CPU need for cloaking device 10% increase to scan strength of probes per level 10% reduction to survey probe flight time per level with Electronic Attack Ships Skill Bonus: From Keres 10% bonus to warp disruptor range and 10% reduction in warp disruptor capacitor need per level
Suppression Module Idea: Mobile Cynosural System Jammer
T3 Frigates are able to do Cynosural System Jamming due to new advanced technologies allowing System Jamming to be preformed from a smaller, more mobile Generator. Creates a system-wide inhibitor field which prevents cynosural generators except covert cynosural generators from functioning.
To use a Mobile Cynosural System Jammer the ship would need the appropriate subsystems installed for this role AND these skills prerequisite: Electronics V Electronic Upgrades V Electronic Warfare V Cynosural Field Theory V
Create two new skills "Counter Calibration" and "Jump Stabilization"
The skill called "Counter Calibration" gives a +1 increase to System Jamming Strength per level up to +5 on lev V. Training time for V would be between 30-50 days.
To work against this pilots flying ships with Jump drives would have to fit a Jump Engine Stabilizer module "stabilizing on a low slot similar to warp core stabilizer and train " Jump Stabilization" whereas each level in this skill will increase the effectiveness of the module by -1 per lev with lev V being the same training time 30-50 days.
The Mobile Cynosural System Jammer has a default +1 strength while the Jump Engine Stabilizer will have a default -1
Here's a graph: Level____________ 0 --1--2--3--4--5 Counter Calibration +1 ||+2|+3|+4|+5|+6|| Jump Stabilization_ -1 || -2| -3| -4| -5| -6|| POS Operated Cyno System Jammer gets a +7 to maintain its normal function as a Jam All
Depending on how serious the pilot is about dealing with jamming or being a jammer once can fight against the mechanics. Most general pilots would probably stop at lev 4 because of the intense lev 5 training time lazy skill trainers would stop at 3. The same would go for people training the jammer. This is the common mindset among people who play eve. Only serious pilots will pull of a rank 5 and reap the benefits of jamming all or being un-jamable.
The jamming module will consume fuel whether its liquid ozone or its own special fuel type. Jammers running in system will not stack so feel free to waste your fuel. Once a system is finished being jammed another jammer cannot simply activate theirs consecutively after to perma jam system. There will be a 5-10 min cooldown before reactivation as space in system has to take time to normalize itself again before being manipulated through jamming. While the Jammer is activated the ship cannot move and thus has to be protected, however unlike cyno generation while jamming you can continue to use drones/defense modules so your not so much a sitting duck.
So this is what I've come up with for a T3 Frigate and what role they serve and my idea for a suppression module. I would like to see your comments about my idea as well as your ideas on what roles a T3 Frigate can fulfill! Thanks for reading.
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Hirana Yoshida
Behavioral Affront
23
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Posted - 2011.09.23 10:38:00 -
[2] - Quote
Mobile system wide jamming .. broken much?
Look at what is required for the anchored version ... I would even argue that grid wide jamming is broken.
My suggestion: Make it cyno displacement. - Beacon opens normally, arrivals appear in an area from 25km to a maximum of 100km from cyno ship (12.5km+(17.5km/displacer level). * Note!: It is maximum, so can happen anywhere between 30km and 100km depending on level (read: it is semi-random). - Displacer only functions outside of Empire controlled space (ie. null only, otherwise pirate camps will get a massive boost) - Displacer takes 30 seconds to warm up and has a 5 minute cycle time (ie. first cycle only active for 4.5 minutes), field must be active at time of cyno to affect it. - Ship fielding displacer suffers the same 'stuck in space' as a ship popping a cyno OR that of a HIC using a bubble and field graphic effect clearly indicates when/if active.
Enough to scatter large hotdrops and make the 1-2 drop a lot more difficult without making it an iWin in counter-drop scenarios.
But hats off for not buying into the "make T3 frigs the same tired tank/spank" .. refreshing to see that there are others who are willing to exit the box. |
Rek Seven
Zandathorn Industries
3
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Posted - 2011.09.23 11:21:00 -
[3] - Quote
All i want out of a t3 frigate is the ability to make it into a stealth fighter. Essentially an assault frig that can use the covert ops cloak. OP? |
Headerman
Quovis Shadow of xXDEATHXx
102
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Posted - 2011.09.23 11:52:00 -
[4] - Quote
Hmm... what about an AoE function... like a giant webber that slows all ships within it, or a sensor dampener AoE for non fleet members?
Or a sig radius distorter, amplifying it for non fleet members and lowering it for fleet members within a certain radius?
Basically, a toned down version of a T3's bonus capabilities, toned down in terms of area rather than strength of the bonus? |
Messoroz
AQUILA INC
10
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Posted - 2011.09.23 12:35:00 -
[5] - Quote
Any T3 frig would still be designed with wormholes in mind. There are many things not yet taken fully advantage of by the cruisers like the various effects in some systems specifically for small weapons damage, tracking ,etc :P ( CCP has been plotting their implementation for a long time) |
Fenris Nihilus
Southern Comfort Armaments Shadow of xXDEATHXx
2
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Posted - 2011.09.23 16:10:00 -
[6] - Quote
Hirana Yoshida wrote:Mobile system wide jamming .. broken much?
Look at what is required for the anchored version ... I would even argue that grid wide jamming is broken.
My suggestion: Make it cyno displacement. - Beacon opens normally, arrivals appear in an area from 25km to a maximum of 100km from cyno ship (12.5km+(17.5km/displacer level). * Note!: It is maximum, so can happen anywhere between 30km and 100km depending on level (read: it is semi-random). - Displacer only functions outside of Empire controlled space (ie. null only, otherwise pirate camps will get a massive boost) - Displacer takes 30 seconds to warm up and has a 5 minute cycle time (ie. first cycle only active for 4.5 minutes), field must be active at time of cyno to affect it. - Ship fielding displacer suffers the same 'stuck in space' as a ship popping a cyno OR that of a HIC using a bubble and field graphic effect clearly indicates when/if active.
Enough to scatter large hotdrops and make the 1-2 drop a lot more difficult without making it an iWin in counter-drop scenarios.
But hats off for not buying into the "make T3 frigs the same tired tank/spank" .. refreshing to see that there are others who are willing to exit the box.
I actually like this cyno displacement idea a lot, thanks for the comment!
Rek Seven wrote:All i want out of a t3 frigate is the ability to make it into a stealth fighter. Essentially an assault frig that can use the covert ops cloak. OP?
Why would you want a T3 frigate that does the same as a T2 frigate but with turrets instead? Especially considering hybrid weapons issues. |
Meditril
T.R.I.A.D
2
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Posted - 2011.09.23 17:49:00 -
[7] - Quote
A major issue with frigates is the limited amount of available slots, so if T3 frigs are expected to be used for Wormhole Exploration you have to fix this. Therefore I propose T3 frigs should be TACTICAL FRIGATES. This means for example that a T3 frig has 6 medium slots, but only 3 of them are allowed to be online at the same time. This would allow the Player to Change His tactics within a few minutes e.g from a Tanky config to a hacking config. |
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