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Nova Fox
Novafox Shipyards
15
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Posted - 2011.10.05 15:20:00 -
[31] - Quote
Dark Drifter wrote:+1 here
there are a few thing that i would like to see changed about your idear first:
1- a ship that cant defend its self (yest is designed with pvp in mind) is just another loss mail waiting to happen. the ship needs to be able to lock and engage not only the drones/fighters but the parent ships as well
allow the EC (escort carrier) to target and engage anything not just deployed drones, to counter impending use of FIs (fighter-interceptors) on non drone targets,give them a TTT (track to target) run (like current FBs are used in POS fights) so that a FI must make a straight run at a F/FB to attack. this way the drone would have to do a strafing run of its target of say 15 to 20km (with the target at the half way point). give the hull a FI ROF bonus so that it can take more shots in its run the TTT would mean that hitting anything smaller than a BS would be vary unlikely
2- your plan of giving ECs a interchangeable module for different tasks is good but the cool downs are not. if i fit a specific module i dont want to use it once then die. IMO the upgrades you stated should be like a T3 sub. fitted it constantly supply's its bonus. if you want to change the roll of your EC then you need to dock up, un fit your ship (emptying any hangers that your current SS grants you) fit the new SS and re fit
i would suggest the following: -support SS - remote assistance repair/capacitor ability to triage -offensive SS - utility highs larger drone bay ability to fit DCUs at greatly reduced PG&CPU costs -logistic SS - corporate hangers 5Km3, ship fitting array -command SS - ability to fit command links -defensive SS - ability to siege its self for personal HP/rep bonus
all the SSs would have bonuses attached to them to help the EC do its SSs roll these would be listed as the roll bonus under the info screen and would stack with the ECs class/BS related skills
3- on the front of bonuses for the hull, what would you suggest for each race (keep in mind that the drone/FI bay should probably no be altered so that it wan field only a limited number of drones) i would say that drone bay on one of these ECs should be no more than 500-800m3 with BW to launch 5 FIs (without bonuses/DCU boosts) 10 at skill level 5.
anyhow this is Just my opinion and has probably been asked before
DD
1 Escort Carriers can defend themselves from other nondrone ships but are unable to utilize the fighter-interceptors to do so. As for strafing runs I'm unsure if ccp can program that behavior in ships dont particuarly fly in elipticals if the target is sitting still.
2 Cooldowns are just a balance option, just as the fuel stores are, the idea is to prevent indefinite operation of any of these modes and the further the idea of balance to keep it out of the field of capital performance. Some are constant operation because bad things happen if they suddenly stop like losing control of five fighters all of a sudden.
I do agree that the refit of this module requires to be docked as to have room to eject cargo into but it also requires alot more than the ss mode change if a player where to reroll the carriers function.
As for SS modes you suggested are already similar to what I already posted. Now for bonuses related to the SS im not sure if I can go with that one it may make the ship too powerful.
3 I also have to disagre with how many fighters are deployed. Im trying to help the lag problem by having a fighter that cuts the numbers down not contribute to the lag. I rather have 5 fighters that get twice as strong verses 10 fighters half as strong.
and no you're the first one to post feedback on the sub modes as they where recently added into the idea. |
Aidan Patrick
Aldebaran Foundation Tauri Federation
10
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Posted - 2011.10.05 18:08:00 -
[32] - Quote
I dunno... I liked the ship more without all the special modules and modes. [ Loot Log: Small Functionality Update Request ] [ A New (Non-Combat) Exploration Idea ] |
Nova Fox
Novafox Shipyards
15
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Posted - 2011.10.05 18:19:00 -
[33] - Quote
Aidan Patrick wrote:I dunno... I liked the ship more without all the special modules and modes.
Bleh damned if i do damned if I dont.
Well its an idea, like I said ccp considered nerfing carriers back in the day (for being swiss army knives) this way so why not recycle the idea. Expand thier roles but not make them the swiss army knife that capitols could enjoy.
I dont want to expand the base ships purpose too much as it would threatengly look like a capital ship. This resulted in what is a very niche ship as you said. Its a regular tech 1 ship so it doesnt need all the facier stuff that much but aside from fitting and bonuses there isnt much other way to expand roles to shift roles in the tool box for tech 1 ships.
That's where the various mode modules came in. It would allow me to give the escort carrier more 'samplers' of capitol ship roles while provide cheaper training in many of its uses and not become a swiss army knife in the same process. Including the suggested black ops support.
I may have to add more nerfs into fitting it. Or give them all cooldowns to prevent constant running maybe even remove a mode or two such as the assault mode is one of the first on the chopping block from my point of view.
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Nova Fox
Novafox Shipyards
29
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Posted - 2011.10.10 18:50:00 -
[34] - Quote
Okay in light of the new changes, I have to nerf the escort carrier then buff it up a bit.
Fighter-Interceptors are now not as effective as they are used to be against fighters and fighter-bombers via damage reduction but are better than some options as they're automated.
Also removed the Assault mode, I didnt think it was worth having that turn off all of a sudden and be out on half of your carryable wiing.
Buff comes in the form of adding more high slots allowing for standard guns instead.
Either way with the caps mostly defanged this ship may lose its role entirely in its use other than gapping between carrier and battleship and the modes help out with learning all the roles individually.
I also added earlier concepts for the gallente and minmatar versions these are low quality 5 minute drawings mind you. |
Skinae
Hello Kitty Hug Patrol EISENFAUST.
1
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Posted - 2011.10.10 20:13:00 -
[35] - Quote
Was a good and possible idea before you mucked it up with all of the additional modules.
Eve is a old game on old code, keep it simple. |
Nova Fox
Novafox Shipyards
29
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Posted - 2011.10.10 20:20:00 -
[36] - Quote
Well considering the capitol ship nerfs this ship would have proven too powerful to employ without the fighter-interceptor nerfs and when you nerf it that much well you wind up with ship thats almost utterly useless as a dominix which would rather be flown at a cheaper cost.
The engine idea was supposed to help train the carrier concept, give additional roles to the ship that are little bit non traditional but more along the lines of transitional to the carrier itself so I included all of the roles a carrier can perform on an engine as well as adressing pattern clarcs suggestion of black ops support. I can continue to nerf them to equip only bays with no fuel, but capitols do burn though fuel in thier use so it wouldnt be training if it didn't do that.
A semi tech 3 if you will, throwing an engine allows me to further restrict the ECs slot layout as a bonus.
Ill toy around with the engines give them another swing of the bat then decide on what bonuses to generally give all the ECs and well get back to seeing if they're still likeable or not. |
Nova Fox
Novafox Shipyards
30
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Posted - 2011.10.10 20:39:00 -
[37] - Quote
There removed a few more, nerfed the heck out of the shourd version and got rid of the seige mode feel to it. |
Nova Fox
Novafox Shipyards
68
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Posted - 2011.10.16 06:15:00 -
[38] - Quote
So any more suggestions my fellow pilots other than the recent carrier changes nerfed the heck out of this class to possibly useless range/Overpowered range. |
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