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Bob Niac
Gallente Fink Operations -Mostly Harmless-
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Posted - 2011.04.24 18:25:00 -
[1]
Just curious why the 4 races haven't gotten an iteration of the orca class command ship? A level 1 carrier without a jump drive and a focus on leadership bonuses, that is. Carriers are way to diverse in their roles. The only way to make them work better is to segragate their abilities into new ships. Cap fights get boring because there is little strategy once every1 is in sytem.
So..
Carriers:
- Tier 1: No jump drive. Focus is on leadership and support. No fighters
- Tier 2: lvl one carrier sans +1 fighter bonus. Gains more of a logi role.
- lvl 3 dunno.. same as now? I don't think carriers should be full on offense. The supercarriers should probably be more like auxilary ships of today imo. Maybe lose fighter bombers for titan bridge and gain a lot more ama and cargo space? And get more logi and warfare stuff?=/*]
Dreads:
- Teir 1: Pesonally I like capitals without jump drives. Though dreads would probably need them to keep such a large ship out of high sec. Shorter range then? This is a mini dread so maybe battleship mods and a few fighters?
- level 2: current dread. It works. Doesnt need fixing.
[*]superdread: goes farther, has fighter bombers open to sugguestions
Also.. pleas add scripts to seige modules and make only 1 actual mod. Scripts define wat it works with.
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Bob Niac
Gallente Fink Operations -Mostly Harmless-
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Posted - 2011.04.25 04:00:00 -
[2]
Sorry for the typos .. did this up on my smartphone.
I am all for offensive carriers, but I just don't see why they have to be designed to do everything but master nothing. At the moment, carriers seem to be doing a hell of a lot, and doing it quite well.
The idea is to expand capitals to have them more in line with how progression works in sub-capitals. Frigates, Cruisers, and Battleships have 3 teirs (yes that isnt entirely true, there are more than 3 ships in frigates and cruisers. They do only use levels 1 through 3, though.)
having a non-jump capable capital... its just really cool and makes sense. I dont know what it would be able to do, but removing the jump drive requirement as well as the need for capital class modules wold really eas the pain for new cap pilots and give them some in a ship that costs over 400m that isnt faction or tech 2.
also i would be really exited to see more then one teir 2 carrier, one filling an offensive role, the other a support / defensive one.
super carriers are pretty mush set in stone... they are overpowered, but there is far too much rabble thata comes about when they are "looked at" They seem to be oging more toward an offensive role, and i like that, but they still do a LOT. |
Julia Niac
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Posted - 2011.04.25 04:12:00 -
[3]
Dreads are big battleships, right?
so why not do the same thing... 3 teirs 4 (?) hulls for each race.
baby dread i think would be just be a battleship that had a little too many of those flinstones vitamins growing up.. sub capital mods .. how about letting it enter siege? maybe siege capable capitals can't use high sec gates?
I was thinking Teir Two adds an EWAR boat to the mix? Scripting a siege module would make thishull unrepairable, same as always, but increases the effectivness of it's race's EWAR. Traditional dread is here too. Both jump capable.
Teir 3 adds a few guns and some HP, jump range.
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Bob Niac
Gallente Fink Operations -Mostly Harmless-
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Posted - 2011.04.25 04:28:00 -
[4]
Yes, that is me.
Now the weird and glorious part.
"Orca for the rest of us (OR: Why the hell does ORE not make sense with their skills?)"
So I don't get it... why are there 2 skills for the ORE cap ships? wouldnt it make sense to marry those ships into one skill, and use different tertiary requirements like the battlecruiser command ships do?
"ORE Auxiliary Ships" (google it) would probably be the skillbook. Then one adds racial auxiliaries, focusing on supporting front line troops in the backfeild. Large ship maintenece bays, ammo bay (instead of ore bay), corp hanger, extra large fuel bay on the jump drive (level 3) one. They are supply ships and do command bonuses.
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Bob Niac
Gallente Fink Operations -Mostly Harmless-
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Posted - 2011.04.25 04:44:00 -
[5]
One more thing.
I think we should re-visit scripts. There are so many modules out there that do the same thing but to different stats. ECM, for example. Why do we have so many of these buggers? Why cant we have scripts to use on multipecs and ecm burst? Hell you could even make burst a script and add racial stats to the script.
Which leads me to the point of the post. 1 Siege Module to rule them all. Script it. ECM Siege script, Unholy tank script, omgwtf damage script, mining script, omnmoming ore script... logi... well you get the idea. the module needs AWU 5 and I guess that would cover it? The scripts themselves bear the skill reqs. (Missiles anyone?)
And I am tired ..g'night. Ideas and suggestions welcome. If you shut me down I would appeciate a breif explanition of what you didnt like.. and if possible how to fix.
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Bob Niac
Gallente Fink Operations -Mostly Harmless-
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Posted - 2011.04.25 04:46:00 -
[6]
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Christopher AET
Segmentum Solar Intergalactic Exports Group
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Posted - 2011.04.25 05:55:00 -
[7]
No jump drives? So all capitals are restricted to the system they were built in? Not so sure bout that. I am in favour of a lighter "Strike Carrier" That can perhaps deploy 6 fighters may and uses large RR (Not capital) with a range bonus. And is capable of entering hisec and using gates but not using fighters while in hisec. Also to make it more accessible then full fat cap ships it should have a generic "Strike Carrier" skillbook much as battlecruisers or destroyers have now. The recial prereq should be the racial battleship to lv4 Cruiser 5 and drone interfacing 5.
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Bob Niac
Gallente Fink Operations -Mostly Harmless-
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Posted - 2011.04.27 04:59:00 -
[8]
Capitals w/o jump drives use gates.. like the ora |
Tippia
Sunshine and Lollipops
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Posted - 2011.04.27 05:11:00 -
[9]
Originally by: Bob Niac Just curious why the 4 races haven't gotten an iteration of the orca class command ship?
Because it's an ORE ship, not a ship that belongs to any of the factions. And because the Orca does the job just fine so there's no need for the factions to duplicate it. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |
HeliosGal
Caldari
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Posted - 2011.04.27 05:15:00 -
[10]
signed
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Zan Shiro
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Posted - 2011.04.27 06:10:00 -
[11]
Originally by: Bob Niac I think we should re-visit scripts. There are so many modules out there that do the same thing but to different stats. ECM, for example. Why do we have so many of these buggers? Why cant we have scripts to use on multipecs and ecm burst? Hell you could even make burst a script and add racial stats to the script.
Balance.
Falcon or scorpion commonly run 1 each race and 2 omni's. the omni's aren't as strong as the racials. Your fleet has 3 scimi's. I in a falcon can only guarantee 1 will shut down with some certainty (he gets the ladar ecm). the other 2 get omni's. They are more iffy. Now I'll be real nice...you have 2 more scimi's land 5 seconds later. I can't do a damn thing to them. They'll laugh at my gravimetric ecm I packed for caldari boats.
You get your scripts request...and I get those scripts in my falcon. Means I got 6 omni's that in seconds flat is set for your fleet. Because of falcon, Part II. Way it is now...you can get lucky. I might say I see more scimi's daily...I'll go ladar heavy this op. You bring more of the other races that day, I am about useless (don't even have decent dps, Ima just ho mails as best I can lol).
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Mara Rinn
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Posted - 2011.04.27 06:29:00 -
[12]
Carrier without fighters would be different to a command ship in what way? -- [Aussie players: join ANZAC channel] |
Bob Niac
Gallente Fink Operations -Mostly Harmless-
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Posted - 2011.04.27 15:13:00 -
[13]
Because it would be more transfers/drone bonuses and less sitting aroundwaiting for cans? Dunno
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