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Queue K'Umber
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Posted - 2011.07.07 14:32:00 -
[121]
Originally by: Kumq uat
Originally by: Adunh Slavy Flying station. Can only jump one system per day. Has a market but is not listed on a regional market. Shows up on overview. Can't warp.
Has massive HP, 8 highs, 8 mids, 8 lows. Enough PG/CPU and cap to be very dangerous to super caps. When it pops, everything inside goes boom. Needs a roq/orca/carrier to pull up along side so it can refit.
Has unlimited caro. Extra modules could be things such as refining, repair shop, etc. When the pilot goes off line, the "station ship" remains.
When it jumps, anyone docked inside goes along with it.
Building requirements would be about the same as an outpost plus a few titans.
I don't know why but this idea struck me as awesome.
Same here. Awesomely awesome.
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Serpents smile
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Posted - 2011.07.07 14:33:00 -
[122]
Always found it really odd that something like a Titan was flown by just one pilot. How about a ship that needs 2 pilots? If it is at all possible.
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Rodj Blake
Amarr PIE Inc.
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Posted - 2011.07.07 14:34:00 -
[123]
Originally by: Queue K'Umber
Originally by: Kumq uat
Originally by: Adunh Slavy Flying station. Can only jump one system per day. Has a market but is not listed on a regional market. Shows up on overview. Can't warp.
Has massive HP, 8 highs, 8 mids, 8 lows. Enough PG/CPU and cap to be very dangerous to super caps. When it pops, everything inside goes boom. Needs a roq/orca/carrier to pull up along side so it can refit.
Has unlimited caro. Extra modules could be things such as refining, repair shop, etc. When the pilot goes off line, the "station ship" remains.
When it jumps, anyone docked inside goes along with it.
Building requirements would be about the same as an outpost plus a few titans.
I don't know why but this idea struck me as awesome.
Same here. Awesomely awesome.
Mobile station was more or less one of the early Titan concepts.
Dulce et decorum est pro imperium mori.
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Itania Meldoria
Minmatar Brain Dead Zombies Corporation
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Posted - 2011.07.07 14:38:00 -
[124]
Originally by: Planktal Just this
Escort Carrier
carries 5 fighters, no jump engines/uses gates, can enter highsec...
I support this.
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Aingelluss
Minmatar Sebiestor Tribe
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Posted - 2011.07.07 14:38:00 -
[125]
Originally by: Mobius Reynolds Not sure how good these ideas are but:
Deep Space Carrier Take the standard carrier, cross with a recon ship, ???, profit.
Corvette Class I like the idea of the corvette class...although a corvette was typically smaller than a frigate, so maybe have it be another T2 frigate? Maybe a planetary assault vessel? (maybe for dust integration).
Escort Carrier / Light Carrier Ok, I understand people wanting to keep caps in low-sec, but I'd like the ability to deploy fighters in high-sec.
Planetary Assault Ship T2 Dreadnaught maybe...guns for orbital bombardment, take down electronics a bit (so it has even more trouble locking), give it something like a troop bay, or landing craft bay(If you haven't figured it out, I'm really excited about integrating Dust). Or maybe make it it's own class of ship, smaller guns but with enhanced range (for pinpoint strikes) and larger landing capacity
Monitor Class: Small ship, really big guns...(only put on this list because something like capital size guns).
CIC Ship: T2 Titan or Supercarrier
Fire Ship: Fleet support vessel, no turrets, but lots of fitting capability for remote repair, energy transfer, and other tanking systems.
"Outrigger" or Tug A smaller (Like cruiser to battle cruiser size) ship that docks on the outside of other ships...something like a bonus afterburner, or maybe a jump-drive. Or maybe just have it be a tug, grapples onto very large ships to move them when they don't have a pilot.
Capital Mining Vessel: Strap 2 Hulks together with a jump drive and a cargo hold...make it slower...
Mobile Industrial Platform: Jumping Refinery/Factory, lets you build things...in space...Maybe a modified Freighter, or carrier, sans carrier capabilities...or maybe a titan...could be smaller though (would only build stuff that could fit in its cargo hold)
Science Vessel: Jumping Research and Blue-Print Copy Facility...perfect for scientists on the go...see the Mobile Industrial Platform
And I don't know about you...but I'd like to see a ship with say: redundant capacitors...
Seems like all good ideas to me, except:
Originally by: Mobius Reynolds
Corvette Class I like the idea of the corvette class...although a corvette was typically smaller than a frigate, so maybe have it be another T2 frigate? Maybe a planetary assault vessel? (maybe for dust integration).
You mean like an interceptor?
Originally by: Mobius Reynolds
Monitor Class: Small ship, really big guns...(only put on this list because something like capital size guns).
What role would this fill? Sounds like a stealthbomber, but with overpowered guns ? Would only make suicide ganking easier, not really having a counter or proper role except beeing overpowered.
Originally by: Mobius Reynolds
CIC Ship: T2 Titan or Supercarrier
What role would this ship have? What abilities benefits and drawbacks do you see in such a ship, would you want to elaborate?
Originally by: Mobius Reynolds
Fire Ship: Fleet support vessel, no turrets, but lots of fitting capability for remote repair, energy transfer, and other tanking systems.
Oh you mean like some kind of logistics ship? Basilisk Guardian Scimitar and Oneiros is currently preset in game.
Originally by: Mobius Reynolds
Capital Mining Vessel: Strap 2 Hulks together with a jump drive and a cargo hold...make it slower...
Uhm?
Well, Ill do the rest later :) seems like most this ships are already ingame except the macro capital hulk :)
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Xercodo
Amarr Daj'Juntar
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Posted - 2011.07.07 14:39:00 -
[126]
new motherships would be cool
no ability to use fighters but has a MASSIVE ship hanger and and cargo bays with a decently far jump range, maybe able to jump bridge?
-------------------------------------------------- The drake is a lie |
MeBiatch
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Posted - 2011.07.07 14:42:00 -
[127]
Originally by: CCP Soundwave This thread has some cool ideas, keep them coming guys
why thank you
first time a dev posted in a thred i made... other then closing it or moving it to the graveyard
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Florestan Bronstein
draketrain
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Posted - 2011.07.07 14:44:00 -
[128]
Originally by: MeBiatch
or how about a deep space exloration capital ships (a science vessel)
I would totally love to turn the whole battlefield into recon 3
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Wa'roun
Quantum Cats Syndicate
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Posted - 2011.07.07 14:46:00 -
[129]
Originally by: Falyn Halycyr
Originally by: Uriel Steiner I think one combat niche remains.
Minelayers and their counter, minesweepers. Would be a nice way to bring a bit of tactics when positioning to fight.
Mines were done in an earlier version of Eve. Was a disaster.
It doesn't mean they can't code it right some time.
Perhaps code them like proximity drones. They explode like a bomb (AE damage) when within x range. They can't be seen on overview/space until a minesweeper with special electronics / sweeping module scans the grid, then they show up at least in space if not on overview. Only x amount of mines allowed per grid, and they expire after x hours/days.
Perhaps give this function of deployment to stealth bombers, while a previously mentioned destroyer-type would be the sweeper (dics second role).
They would probably only be for null sec. They would go great with bubbles.
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Mobius Reynolds
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Posted - 2011.07.07 14:48:00 -
[130]
Edited by: Mobius Reynolds on 07/07/2011 14:50:22
Originally by: Aingelluss
Originally by: Mobius Reynolds Not sure how good these ideas are but:
Originally by: Mobius Reynolds
Corvette Class I like the idea of the corvette class...although a corvette was typically smaller than a frigate, so maybe have it be another T2 frigate? Maybe a planetary assault vessel? (maybe for dust integration).
You mean like an interceptor?
Originally by: Mobius Reynolds
Monitor Class: Small ship, really big guns...(only put on this list because something like capital size guns).
What role would this fill? Sounds like a stealthbomber, but with overpowered guns ? Would only make suicide ganking easier, not really having a counter or proper role except beeing overpowered.
Originally by: Mobius Reynolds
CIC Ship: T2 Titan or Supercarrier
What role would this ship have? What abilities benefits and drawbacks do you see in such a ship, would you want to elaborate?
Originally by: Mobius Reynolds
Fire Ship: Fleet support vessel, no turrets, but lots of fitting capability for remote repair, energy transfer, and other tanking systems.
Oh you mean like some kind of logistics ship? Basilisk Guardian Scimitar and Oneiros is currently preset in game.
Originally by: Mobius Reynolds
Capital Mining Vessel: Strap 2 Hulks together with a jump drive and a cargo hold...make it slower...
Uhm?
Corvette was because someone had mentioned it before as an in-between for battleship and dreadnaught. when in reality they where smaller ships...kind of like an interceptor, but more like the assault ship. My suggestion was to make it a troop-delivery ship.
Monitor: Maybe T2 destroyer...not sure though...just sounded like it would be fun for some people (even though I'm usually on the receiving end of suicide ganks)
CIC: Yeah...I thought I deleted that one...not really sure where I was going
Fire Ship: Yeah, like the logistics ships, but bigger...something like an orca-sized fleet-support ship.
Capital Mining Vessel: Pretty much what you'd get if ORE designed a mining vessel in my opinion, looking at their other ships...plus It would be a very powerful industry driver...and an easy target...
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StuRyan
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Posted - 2011.07.07 14:54:00 -
[131]
Edited by: StuRyan on 07/07/2011 14:55:17 The idea of having a cap that unfolds into a station for WH usage is a cool idea, and one that when you sit and relect brings you to the scenario like Depp Space 9. Anchor it on a worm hole and the WH comes static? /me Shivers at the thought of that. Kinda big, but not too big it takes 300 gazzilion mazzillion ships to reff it.
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Dograzor
The Black Rabbits The Gurlstas Associates
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Posted - 2011.07.07 15:11:00 -
[132]
I think we need a cap ship that can function as a capital destroyer. The Dread class is to underpowered to be fielded nowadays in a big cap fight, and I think we need either buffed dreads or supercap dreads that can function as anti supercap platform. -
"We don't gank, we just apply force in a disproportionate manner during an uneven tactical combat situation to maximize revenue and increase shareholder value" |
Dasola
Minmatar
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Posted - 2011.07.07 15:13:00 -
[133]
I would welcome capital construction ship. Something very big, very slow and need to be deployed to use its unique cababilities to construct even pos structures. One highslot so some fool can go mining with it or fit a cloak. * Revolution changes worlds * CCP, players are watching, no empty promises. |
zloxlo
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Posted - 2011.07.07 15:14:00 -
[134]
Edited by: zloxlo on 07/07/2011 15:14:08
Originally by: StuRyan Edited by: StuRyan on 07/07/2011 15:11:08 Edited by: StuRyan on 07/07/2011 15:05:40
The idea of having a cap that unfolds into a station for WH usage is a cool idea, and one that when you sit and relect brings you to the scenario like Depp Space 9. Anchor it on a worm hole and the WH comes static? /me Shivers at the thought of that. Kinda big, but not too big it takes 300 gazzilion mazzillion ships to reff it.
Or basically a cap that makes unstable Wormholes - static, HP of an orca, can not be used on the K162 WH. - or may be it can.
It then becomes a beacon on overview like a gate.
+1 i like this idea.
Also buff dreads, make caps so they can only kill other caps the bigger the cap the bigger the targets they can destroy e.g. titans versus bc's NO, titans killing dreads, sc's and other titans yes.
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Eleena Wolf
Caldari Caldari Provisions
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Posted - 2011.07.07 15:23:00 -
[135]
well t3 capitals seems like a great idea.
we still have ship models unused, bantams, navitas, tormentor, and burst. I humbly put forth this idea, make them t2 mine layers, and to avoid previous problems with mines, impose a time duration, and number that can be deployed by a minelayer, something to the effect a small/medium smartbomb in terms of damage and radius.
Or, make them dedicated anti stealth ships,engineer something with the same mechanics as interdictors/heavy interdictor modules
also possibility, make them the frigate version of command ships
though i think eventually there will be a t3 version of all ship classes null |
Ehranavaar
Gallente
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Posted - 2011.07.07 15:41:00 -
[136]
new skills eh.
good thing as my skill training plan runs out in 2027 which isn't that far off when you think about it.
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Ehranavaar
Gallente
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Posted - 2011.07.07 15:47:00 -
[137]
Originally by: Wa'roun [ It doesn't mean they can't code it right some time.
Perhaps code them like proximity drones. They explode like a bomb (AE damage) when within x range. They can't be seen on overview/space until a minesweeper with special electronics / sweeping module scans the grid, then they show up at least in space if not on overview. Only x amount of mines allowed per grid, and they expire after x hours/days.
.
rather than keeping track of each mine set it up so that you deploy a single minefield of X strength with Y charges. then you get too close and aoe damage breaks out y times before the field is depleted. this has te sovereign virtue of keeping the number of objects down to a tolerable number.
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Alina Wize
Dreddit Test Alliance Please Ignore
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Posted - 2011.07.07 15:51:00 -
[138]
T3 Frigates!
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Reppyk
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Posted - 2011.07.07 15:51:00 -
[139]
Dissimulator class (T2 BC) The missing link in the BO family. Crappy slots, crappy EHP, can warp cloack, the same gang bonus CPU from the regulars BCs, and the ability to fit a new module : Shadow Warfare Link : 5 fleet members/for each level of a new leadership skill aren't in the local list (like in a wh).
Suddenly, surprize buttsekz
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Dogma Rex
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Posted - 2011.07.07 15:58:00 -
[140]
Explorer/Science ship
This would be able to scan a system using advanced sensors arrays to locate sites and other ships without the use of probes. They would have a limited number of weapon slots with a damage bonus allowing it to accommodate salvagers and tractorbeams. It would also need large resistances to protect the ships on-board labs and factories. It could also have some bonuses to codebreaker and analysers. Maybe corporate hanger and ship maintenance bays. Also could have a 15% mass reduction ability per skill so it can enter any wormhole. (Not sure if that makes it too powerful a ship for WH exploration, but also means that you only need one ship to do it well)
ORE Gas Mining ship
A ship with bonuses to gas mining enough said.
Smart Mines
Cloaked mines that use smartbombs to take out ships, there could be a limit to maybe up to 6 per gate and do the same kind of damage as a bomb. They donÆt re-cloak for 60seconds after use and have a variable recharge time that can be set to balance damage and rate of fire.
Escort Carrier
Orca sized ship that can deploy 5 fighters (maybe fighter bombers), and maybe have a few weapons slots, but defiantly able to work in empire.
Drifter Colony/Mobile Stations
A ship that is designed for wormhole living it can anchor its self and act as a station, it is equipped with labs, factories, refinery and reactors, allowing it to harvest and construct T3 ships and limited other items. The ship would have a 20% mass reduction per level to allow it to access even C1 wormholes. In station mode the weapons modules can be refitted and they have up to 500% damage bonus to help protect the station and similar bonus is also applied to shields and shield boosting these should work even if the owner is offline similar to a POS. In ship mode it has a limited warp speed, which makes moving it slow and it can use stargates and has a jumpdrive. It doesnÆt use fuel like a POS only for jumping it around. (yes this is to replace POS's but I would like to see that happen too, they need to be fixed )
T3 ships
More Please
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Tippia
Caldari Sunshine and Lollipops
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Posted - 2011.07.07 15:58:00 -
[141]
Btw, I just wanted to post this illustration of the current ship classes/tiers as a reminder of what the system looks like and how much you have to slog through to get to the "vet" shipsà
ùùù ôWe want to try this thing called micro-transactions, but we don't know what it is. Can anyone explainà aw screw it, let's just do it! What could go wrong?ö ù ÇÇP |
Laruen Pleides
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Posted - 2011.07.07 16:00:00 -
[142]
Capital Exploration would be nice. Give it a fitting bay, and a large cargo hold. Would be able to do a lot with it, but could it be kept under 300mil kg? It would need to have low enough mass to get through a standard wormhole along with a few support ships. This would make the primary drawback of the ship the issue of it being a one way trip into a wormhole.
As for skills, how about new specialization skills which each have their own branch of skills they unlock, but once a player has chosen a certain skill set, the others are unavailable to them. Creating locked-in specialization? |
MailDeadDrop
Rage and Terror
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Posted - 2011.07.07 16:02:00 -
[143]
This thread belongs in the "Features and Ideas Discussion" section, which is where all player-submitted game ideas go to die.
MDD
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Drake Arson
Minmatar Redicuously Awesome Winged Reptiles Arson Industries
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Posted - 2011.07.07 16:04:00 -
[144]
Fire control ship.
A vessel that is rather large, a good buffer and default resistances, with no guns but some drone support, that gives Tracking, Optimal Range, and damage bonuses to fleet mates in system.
Players will need to balance tanking mods and bonus mods on the fire support vessel, so while they can make it have a formidible tank, it has almost no offensive abilities, and the larger the tank the less bonuses it can give.
So the ship would come with modules smiliar to warfare links, only it can only it can only be fitted to the Fire support vessel. I would say give this ship the sig size of an orca, only a much stronger shield, armor tanking system with high default resists to defleck some small attacks.
Just my two cents. |
MeBiatch
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Posted - 2011.07.07 16:08:00 -
[145]
Originally by: Dogma Rex Explorer/Science ship
This would be able to scan a system using advanced sensors arrays to locate sites and other ships without the use of probes. They would have a limited number of weapon slots with a damage bonus allowing it to accommodate salvagers and tractorbeams. It would also need large resistances to protect the ships on-board labs and factories. It could also have some bonuses to codebreaker and analysers. Maybe corporate hanger and ship maintenance bays. Also could have a 15% mass reduction ability per skill so it can enter any wormhole. (Not sure if that makes it too powerful a ship for WH exploration, but also means that you only need one ship to do it well)
ORE Gas Mining ship
A ship with bonuses to gas mining enough said.
Smart Mines
Cloaked mines that use smartbombs to take out ships, there could be a limit to maybe up to 6 per gate and do the same kind of damage as a bomb. They donÆt re-cloak for 60seconds after use and have a variable recharge time that can be set to balance damage and rate of fire.
Escort Carrier
Orca sized ship that can deploy 5 fighters (maybe fighter bombers), and maybe have a few weapons slots, but defiantly able to work in empire.
Drifter Colony/Mobile Stations
A ship that is designed for wormhole living it can anchor its self and act as a station, it is equipped with labs, factories, refinery and reactors, allowing it to harvest and construct T3 ships and limited other items. The ship would have a 20% mass reduction per level to allow it to access even C1 wormholes. In station mode the weapons modules can be refitted and they have up to 500% damage bonus to help protect the station and similar bonus is also applied to shields and shield boosting these should work even if the owner is offline similar to a POS. In ship mode it has a limited warp speed, which makes moving it slow and it can use stargates and has a jumpdrive. It doesnÆt use fuel like a POS only for jumping it around. (yes this is to replace POS's but I would like to see that happen too, they need to be fixed )
T3 ships
More Please
for the cap ships to traverse via Wh... i was thinking of a skill/mod that works like a jump drive but what it does is reduce the mass of the ship to negligible levels (have it use stont for fuel)... (the activation of the mod should make the ship really vulnerable to attacks for the activation time) I think of it like dr.who's tardis
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Dogma Rex
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Posted - 2011.07.07 16:12:00 -
[146]
Originally by: Laruen Pleides Capital Exploration would be nice. Give it a fitting bay, and a large cargo hold. Would be able to do a lot with it, but could it be kept under 300mil kg? It would need to have low enough mass to get through a standard wormhole along with a few support ships. This would make the primary drawback of the ship the issue of it being a one way trip into a wormhole.
As for skills, how about new specialization skills which each have their own branch of skills they unlock, but once a player has chosen a certain skill set, the others are unavailable to them. Creating locked-in specialization?
I suppose a new module for the wormhole mass problem would be a "Mass Damper" a module that reduces a ships mass using some kind of weird spacial thingy
Would also be nice to be able to stabilize wormholes too |
Alec Freeman
Minmatar Deadspace Knights Matari Visionary Coalition
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Posted - 2011.07.07 16:13:00 -
[147]
Originally by: Planktal Just this
Escort Carrier
carries 5 fighters, no jump engines/uses gates, can enter highsec...
Oh god this. I cant believe these boats lost the ship design contest to some amarr lolboat, might not look as pretty but it is an exelent concept.
+1
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Laruen Pleides
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Posted - 2011.07.07 16:19:00 -
[148]
Originally by: Dogma Rex
Originally by: Laruen Pleides Capital Exploration would be nice. Give it a fitting bay, and a large cargo hold. Would be able to do a lot with it, but could it be kept under 300mil kg? It would need to have low enough mass to get through a standard wormhole along with a few support ships. This would make the primary drawback of the ship the issue of it being a one way trip into a wormhole.
As for skills, how about new specialization skills which each have their own branch of skills they unlock, but once a player has chosen a certain skill set, the others are unavailable to them. Creating locked-in specialization?
I suppose a new module for the wormhole mass problem would be a "Mass Damper" a module that reduces a ships mass using some kind of weird spacial thingy
Would also be nice to be able to stabilize wormholes too
That would be nice, but stabilizing a wormhole should be temporary, or, like a POS, require some sort of upkeep.
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Naradius
DEATHFUNK
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Posted - 2011.07.07 16:20:00 -
[149]
Yeh! Saw it touched on here...a battleship class, energy transfer hull as a support ship for Titans. A Titan would need a certain level of energy transfer from a number of these logistic BS's, before it could operate a doomsday device. It could open up all kinds of possibilities...
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Hungry Eyes
Ministry of War
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Posted - 2011.07.07 16:27:00 -
[150]
u kidding me?
cuz we need more cap hot drops on small roaming HAC gangs.
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