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Thread Statistics | Show CCP posts - 1 post(s) |
MeBiatch
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Posted - 2011.07.06 18:44:00 -
[1]
Turns out CCP Soundwave wants to add more cap ships and high level skills:
"I think with the lack of new skills, ships etc weÆve partially neglected the veterans. There are probably a lot of players out there who havenÆt had a meaningful training goal for a very long time. IÆd like to put some more skills into the game, and possibly even cap ships. WouldnÆt necessarily have to be better caps as such, just more variety to give people some goals to work towards."
So what new cap ships and skills/mods would you like to see?
personally i would like to see: tech II dread (ewar dread that tackles super caps with capital nuets/ webbers and infinity point)
a real mothership (modular outpost that turns into a moveable ship that anchors and turns into a mini outpost) i would want this ship to be able to traverse threw worm holes (think of a thunker tribe ship)
or how about a deep space exloration capital ships (a science vessel)
or how about a black ops Carrier...
if they do add new capital ships... what would you like to see added?
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Ezra Vouland
Lords 0f Justice Fidelas Constans
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Posted - 2011.07.06 18:48:00 -
[2]
anti super cap caps
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Ezra Vouland
Lords 0f Justice Fidelas Constans
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Posted - 2011.07.06 18:51:00 -
[3]
Something like a close combat cap that doesn't need a cyno to jump, it can detect enemy titan clusters.
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Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2011.07.06 18:58:00 -
[4]
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.
Sandbox Protection League
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Ultim8Evil
Ministry Of Eternal Disorder
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Posted - 2011.07.06 18:58:00 -
[5]
Something between a BS and a Dread that can enter high-sec.
Maybe give it some form of limited short range jump drive that works in high-sec, but can only jump to a special beacon at a high-sec POS?
Or perhaps allow it to use gates, but at a cost of 90% capacitor? Or maybe some sort of fuel could be consumed upon using an empire gate, much like jump bridges, except the fuel comes from a bay in the ship.
Personally, I would rather see the T3 platform extended to frigs, BS and BCs before any new additions to Caps Online. --------------------------------------------------------------------------------
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lech lizdian
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Posted - 2011.07.06 19:31:00 -
[6]
Originally by: MeBiatch Turns out CCP Soundwave wants to add more cap ships and high level skills:
"I think with the lack of new skills, ships etc weÆve partially neglected the veterans. There are probably a lot of players out there who havenÆt had a meaningful training goal for a very long time. IÆd like to put some more skills into the game, and possibly even cap ships. WouldnÆt necessarily have to be better caps as such, just more variety to give people some goals to work towards."
So what new cap ships and skills/mods would you like to see?
personally i would like to see: tech II dread (ewar dread that tackles super caps with capital nuets/ webbers and infinity point)
a real mothership (modular outpost that turns into a moveable ship that anchors and turns into a mini outpost) i would want this ship to be able to traverse threw worm holes (think of a thunker tribe ship)
or how about a deep space exloration capital ships (a science vessel)
or how about a black ops Carrier...
if they do add new capital ships... what would you like to see added?
can we get all of that stuff?
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Shazi Mavox
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Posted - 2011.07.06 19:51:00 -
[7]
Meh, screw all the combat-ships. How about some more industrial/exploration ships? And why does it have to be capital ships? Why not some kind of seriously advanced cruisers/battleships?
I can only say that my dreamship is a T3 industrial cruiser with cargo expanding, mining and exploration subsystems (The exploration subsystem already exists though :P).
Either that or give me an orca-sized ship capable of doing research, refining AND the capability of moving through highsec.
But, dreams are only dreams if they are never realized... as soon as they are then they are dreams no more...
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IGNATIUS HOOD
Amarr Zephyr Corp V.A.S.T.
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Posted - 2011.07.06 20:01:00 -
[8]
I think the ORE Syndicate needs to get into the cap making business with with a Mining Super-barge:
~6-8 Strip Miners ~100,000 m3 cargo space ~Big Drone bay and the ability to control more than five drone without modules ~Killer duration and amount bonuses for both ore and ice ~Big enough tank to fend all but the most determined gank/pilot
Hell I'd be happy if they made an ORE Barge t1/t2 bigger than a Covetor/Hulk but if we were goign to go all the way. Let's make it a Cap.
Also a t2 Dread Logi would be cool.
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0oO0oOoOo0o
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Posted - 2011.07.06 20:03:00 -
[9]
Originally by: MeBiatch Edited by: MeBiatch on 06/07/2011 19:35:33 Turns out CCP Soundwave wants to add more cap ships and high level skills:
"I think with the lack of new skills, ships etc weÆve partially neglected the veterans. There are probably a lot of players out there who havenÆt had a meaningful training goal for a very long time. IÆd like to put some more skills into the game, and possibly even cap ships. WouldnÆt necessarily have to be better caps as such, just more variety to give people some goals to work towards."
Where do you have this quote from ? I hope it's a legit official statement and that it will be implemented, not just a thought or wish by CCP Soundwave. Anyways, realizations like this one tell me that there is still hope for EVE.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.07.06 20:08:00 -
[10]
Several T2s and T3s of everything _
Make ISK||Build||React||1k papercuts
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Roosterton
Internet SpaceCraft Raiding Fleet
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Posted - 2011.07.06 20:17:00 -
[11]
Edited by: Roosterton on 06/07/2011 20:17:13 The t2 Dread actually sounds like a good idea. Make it like a sieged dread stat-wise, only it doesn't actually need to use a siege module, removing a crapton of restrictions with current dreads. Also give it a highslot Capital Warp Disruptor, which is like an infinipoint but only works on supercaps. (You'll still need HICs if you want to be able to do both, but at least this way it's harder for the supercarrier to go Target -> ECM burst -> Warp -> smack in local)
It shouldn't be immune to EWAR, though. The last thing we want is a further reduced role for subcaps. -------- Enemy corps raided into disbandment: Three.
Originally by: Tarminic
OH MY GOD WHAT HAVE YOU DONE?! |
Takseen
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Posted - 2011.07.06 20:24:00 -
[12]
Originally by: 0oO0oOoOo0o
Originally by: MeBiatch Edited by: MeBiatch on 06/07/2011 19:35:33 Turns out CCP Soundwave wants to add more cap ships and high level skills:
"I think with the lack of new skills, ships etc weÆve partially neglected the veterans. There are probably a lot of players out there who havenÆt had a meaningful training goal for a very long time. IÆd like to put some more skills into the game, and possibly even cap ships. WouldnÆt necessarily have to be better caps as such, just more variety to give people some goals to work towards."
Where do you have this quote from ? I hope it's a legit official statement and that it will be implemented, not just a thought or wish by CCP Soundwave. Anyways, realizations like this one tell me that there is still hope for EVE.
He mentioned it during the Alliance Tournament broadcast. I can't remember exactly which segment though.
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Medidranda Livoga
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Posted - 2011.07.06 20:28:00 -
[13]
Edited by: Medidranda Livoga on 06/07/2011 20:32:30 Not too many niches left besides improved versions of what already exists, which is not that good of an option. First they have to deal with supercarriers and titans. Then look at the big picture and see if this stuff is needed or not.
Normal faction capitals is something that could be introduced. Navy and pirate faction dreads and carriers, slightly better but much more expensive. Something along lines of 10% better, 3-4x cost. Dual training should give "vets" bit more training to do and nice, non-overpowered killmails for pvpers.
T2 capitals would probably come with excessive training multipliers and price and are not something I`d care to see. Not to mention that stuff like T2 archon would be ludricious remote rep mobile.
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Demolishar
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Posted - 2011.07.06 20:38:00 -
[14]
How about a Supertitan with 8 Doomsdays. I hear they're prototyping that on SISI at the moment.
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Dead3y3
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Posted - 2011.07.06 20:40:00 -
[15]
I want Cpt. Nero's ship.
http://www.youtube.com/watch?v=quG0Nh_skJI&feature=related
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stoicfaux
Gallente
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Posted - 2011.07.06 20:46:00 -
[16]
CONCORD social skills, CONCORD piloting skills, CONCORD weapons skills, and an LP store full of CONCORD ships.
Ditto for the Jove.
----- Request for Eve Development Roadmap. Let CSM know that we want one.
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Grog Barrel
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Posted - 2011.07.06 20:55:00 -
[17]
T3 BS with the ability to at least neutralize a cluster**** of super caps. By neutralize i don't necessary mean destroying them, though sinking the amount of cancer (sup caps) would also help some.
thank you.
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stoicfaux
Gallente
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Posted - 2011.07.06 20:59:00 -
[18]
Originally by: Grog Barrel T3 BS with the ability to at least neutralize a cluster**** of super caps. By neutralize i don't necessary mean destroying them, though sinking the amount of cancer (sup caps) would also help some.
You mean T3 frigates. Such as the X-Wing, any Wing Commander fighter-bomber, the Last StarFighter, etc..
----- Request for Eve Development Roadmap. Let CSM know that we want one.
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MeBiatch
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Posted - 2011.07.06 21:00:00 -
[19]
Edited by: MeBiatch on 06/07/2011 21:03:22
Originally by: 0oO0oOoOo0o
Originally by: MeBiatch Edited by: MeBiatch on 06/07/2011 19:35:33 Turns out CCP Soundwave wants to add more cap ships and high level skills:
"I think with the lack of new skills, ships etc weÆve partially neglected the veterans. There are probably a lot of players out there who havenÆt had a meaningful training goal for a very long time. IÆd like to put some more skills into the game, and possibly even cap ships. WouldnÆt necessarily have to be better caps as such, just more variety to give people some goals to work towards."
Where do you have this quote from ? I hope it's a legit official statement and that it will be implemented, not just a thought or wish by CCP Soundwave. Anyways, realizations like this one tell me that there is still hope for EVE.
funny enough but its the answer to your question
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Tippia
Caldari Sunshine and Lollipops
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Posted - 2011.07.06 21:16:00 -
[20]
Since they're meant to be "training goals" for vets, it wouldn't make much sense to make them part of the existing ship progression, but rather start out a new one that doesn't begin with the frig→cruiser→battleship tiersà
If all they added was a new cap ship and maybe some cap-sized () modules, people would tick those off in a week or two. To give people something to actually aim for and set as a goal, they'd have to add stuff where everyone beings at square one, tier one, and there are many squares and tiers to go (and many new and odd pieces of auxiliary equipment to go with those tiers).
That would mean a seventh weapon type in S/M/L/XL sizes. A new ship role in Frig/Cruiser/BS/Cap sizes (but without really relying on those skills). And preferably a new type of role equipment of different sizes as wellà 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 |
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EvePublicServices
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Posted - 2011.07.06 21:42:00 -
[21]
Originally by: Tippia Since they're meant to be "training goals" for vets, it wouldn't make much sense to make them part of the existing ship progression, but rather start out a new one that doesn't begin with the frig→cruiser→battleship tiersà
If all they added was a new cap ship and maybe some cap-sized () modules, people would tick those off in a week or two. To give people something to actually aim for and set as a goal, they'd have to add stuff where everyone beings at square one, tier one, and there are many squares and tiers to go (and many new and odd pieces of auxiliary equipment to go with those tiers).
That would mean a seventh weapon type in S/M/L/XL sizes. A new ship role in Frig/Cruiser/BS/Cap sizes (but without really relying on those skills). And preferably a new type of role equipment of different sizes as wellà
J̶o̶v̶e̶ NeX Frigate, Cruiser, BC, BS, S/M/L/XL guns/missiles etc
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Kalle Demos
Amarr Helix Protocol
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Posted - 2011.07.06 21:48:00 -
[22]
Citation Needed .
LETS POST ON CAOD GANG! |
MeBiatch
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Posted - 2011.07.06 21:52:00 -
[23]
Originally by: Tippia Since they're meant to be "training goals" for vets, it wouldn't make much sense to make them part of the existing ship progression, but rather start out a new one that doesn't begin with the frig→cruiser→battleship tiersà
If all they added was a new cap ship and maybe some cap-sized () modules, people would tick those off in a week or two. To give people something to actually aim for and set as a goal, they'd have to add stuff where everyone beings at square one, tier one, and there are many squares and tiers to go (and many new and odd pieces of auxiliary equipment to go with those tiers).
That would mean a seventh weapon type in S/M/L/XL sizes. A new ship role in Frig/Cruiser/BS/Cap sizes (but without really relying on those skills). And preferably a new type of role equipment of different sizes as wellà
Well there would have to be new skills for the new capital mods (each one would take about 2 months to train to V) plus there would be the Juggernaut skill (tech II dread) which imo should take about 3 months to get lev V *maybe longer*
plus i would recon to get MOM to lev V should take about a year....
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TheZapper
Amarr Sausage Kings of Chicago
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Posted - 2011.07.06 21:53:00 -
[24]
New Cap Ship?
I'd wish to see a capital 'flying hanger' or 'automobile transport':
A ship that is extremely weak (think: T1 Indy Stats), but has a monster ship hanger and allows the pilot to transport multiple unpackaged and fully assembled / kitted ships.
A freighter, but with a hanger size of 2-5M. Cargo size of maybe 10K.
Uses normal gates and works in high or low sec space.
b/r, TZ
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Grimpak
Gallente The Whitehound Corporation Frontline Assembly Point
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Posted - 2011.07.06 21:53:00 -
[25]
Originally by: Akita T Several T2s and T3s of everything
more for everything! ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |
Cassiopeia Andromedae
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Posted - 2011.07.06 22:04:00 -
[26]
A mother****ing MOTHERSHIP!
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Holy One
Quiet.Storm Frater Adhuc Excessum
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Posted - 2011.07.06 22:09:00 -
[27]
Quote: The ôTreatise on MT Livingö brims with timeless aphorisms that transcend the ever-changing guise of epeen. Take, for example, the following evergreen gem: ôGood has but one style; evil a thousand.ö For monacle owners, a few of the thousandfold manifestations of sartorial evil include any outfit that bears excessive ornamentation or a profusion of colors. Then thereÆs what in the fashion industry is called ôworking a look,ö an act of folly whose sin is meretriciousness. ôAnything that aims at an effect,ö pronounces CCP T0rfi, ôis in bad taste.ö
Full of wit and wisdom, the ôTreatiseö is the kind of book every boulevardier should keep in his armoire and read a passage from each morning before getting podded. It is a breviary for the dandy-aesthete who sees life as an art project, and for those who see style is an existential imperative, who feel a burning need to leave their mark everywhere they go and on everything they do. Such acolytes of style will find a perfect mantra in the line ô$1000 pants dramatize life!ö
etc.
BBQ makes me hungry for more... |
The Old Chap
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Posted - 2011.07.06 22:16:00 -
[28]
Rorqual and something based on the Dread hull that can both access hi-sec. There's a lot of carebear 'neglected vets' would be very pleased with that, and it would be really easy for CCP to implement.
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Abdiel Kavash
Caldari Paladin Order Fidelas Constans
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Posted - 2011.07.06 22:20:00 -
[29]
A ship which could efficiently move assembled ships gate-to-gate without having to go through the nonsense of setting up courrier contracts would be definitely nice. As far as capital ships go, there is no capital EWAR platform. ---
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AnzacPaul
the united Negative Ten.
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Posted - 2011.07.06 22:22:00 -
[30]
Originally by: The Old Chap Rorqual and something based on the Dread hull that can both access hi-sec. There's a lot of carebear 'neglected vets' would be very pleased with that, and it would be really easy for CCP to implement.
Ever heard of an orca?
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Barbara Nichole
Cryogenic Consultancy Black Sun Alliance
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Posted - 2011.07.06 22:28:00 -
[31]
A logistics cap with clone vats, ship maintanance, and wide area cloak
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Ehdward
Caldari Nex Exercitus Raiden.
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Posted - 2011.07.06 22:29:00 -
[32]
Super-tackling dreads with their siege module replaced with some sort of battleship or smaller gang bonus module.
Or something like that.
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Uriel Steiner
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Posted - 2011.07.06 22:29:00 -
[33]
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.
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Hira Nataka
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Posted - 2011.07.06 22:31:00 -
[34]
Dunno if any of these are already listed, but here are my wishes.
1: Ore Capital Mining Barge: Think a cross between a dread and an orca. It has to go into "asteroid siege mode" to use cap sized mining lasers, creating massive influx of minerals, but with the penalty of being immobile and unable to warp away if an enemy fleet warps in on you.
2: Mobile Command Center: A POS on wheels, or prefferably a Outpost. Go T3 with it, ability to through adding different subsystems grant it different attributes, such as the option to have a market, or a clone bay. So on so forth granting the ability to conceivably grant traders/WH alliances a market in hostile environments.
Those are the two I think would be most cool.
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Ehdward
Caldari Nex Exercitus Raiden.
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Posted - 2011.07.06 22:32:00 -
[35]
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.
That would be better as a second type of Black Ops. Poor Black Ops wittle pilots need to get more out of all that training :(
Sweeper should be destroyers, because more reasons for destroyers to exist are always nice.
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Val'Dore
Word Bearers of Chaos Word of Chaos Undivided
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Posted - 2011.07.06 23:09:00 -
[36]
I personally would like to see a sixth genre of capital ship:
Juggernauts aka Battlestars
Tech 1 hybrid ships that fuse the Dread concept and the Carrier concept, minus the RR and siege modes. They have Titan style weapon bonuses and can use fighter bombers (not as many as a supercarrier). not EW immune, but require both dread and carrier skill to fly.
~No matter what happens, somebody will find a way to take it too seriously.~
Tiericide |
EvePublicServices
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Posted - 2011.07.06 23:13:00 -
[37]
Originally by: Val'Dore I personally would like to see a sixth genre of capital ship:
Juggernauts aka Battlestars
Tech 1 hybrid ships that fuse the Dread concept and the Carrier concept, minus the RR and siege modes. They have Titan style weapon bonuses and can use fighter bombers (not as many as a supercarrier). not EW immune, but require both dread and carrier skill to fly.
A SC-Titan hybrid that only requires Carrier and Dreadnought skills? 1m aurum please.
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Malachor Jankor
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Posted - 2011.07.06 23:17:00 -
[38]
I just got back into the game and am pretty casual so I don't see myself ever being in a capital ship. But I certainly think more of them and more options for long term players is a good idea.
All around I would like to see more options at every level. How about T2 ships that aren't just reskins of existing ships? Or a new class of smaller ships or just new models for frigates/destroyers/cruisers. How hard is it to come up with new ship designs? Some of the ones I saw in the recent contest were absolutely stunning and I would love to see them in the game.
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drendell
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Posted - 2011.07.06 23:19:00 -
[39]
a cap ship that dosent do much damage but is able to project a large shield infront of it protecting its allies, would require alot of cap to use, maybe even having to have ships tranfering cap energy to the ship.
would be a pain in the ass to program im guessing but i think its possible
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Val'Dore
Word Bearers of Chaos Word of Chaos Undivided
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Posted - 2011.07.06 23:20:00 -
[40]
Originally by: EvePublicServices
Originally by: Val'Dore I personally would like to see a sixth genre of capital ship:
Juggernauts aka Battlestars
Tech 1 hybrid ships that fuse the Dread concept and the Carrier concept, minus the RR and siege modes. They have Titan style weapon bonuses and can use fighter bombers (not as many as a supercarrier). not EW immune, but require both dread and carrier skill to fly.
A SC-Titan hybrid that only requires Carrier and Dreadnought skills? 1m aurum please.
Not really, it isn't capable of most of the things you want either of those for, but you already knew that.
~No matter what happens, somebody will find a way to take it too seriously.~
Tiericide |
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Grimpak
Gallente The Whitehound Corporation Frontline Assembly Point
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Posted - 2011.07.06 23:32:00 -
[41]
Edited by: Grimpak on 06/07/2011 23:32:21 I want a XL turret that shoots battleships that shoot cruisers that shoot frigates at the enemy. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |
Bloodcrow
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Posted - 2011.07.06 23:34:00 -
[42]
Personally I would love to see a deployable fortress type ship, I guess you could call them a flagship.
But effectivly they would probs be a super capital, you would drop them into a battle, and they would enter a 'siege mode' and in this mode the would provide significant benifits to your fleet on grid, aswell as providing logistical support, they wouldnt be able to attack, insted be more of a fortress which assists in battle.
But the key thing here, is that you would only need one per side, so you wouldnt see multiple deployed from a single side, but also they are relitively hard to kill, maybe an immunity to bombers, or something.
Basically, I would want just that one single ship fear again, which Titans once had, the oh crap, X has 1 titan in there fleet, but insted, oh crap these guys have a fortress deployed.
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digitalwanderer
Gallente DF0 incorporated
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Posted - 2011.07.06 23:37:00 -
[43]
Originally by: Grimpak Edited by: Grimpak on 06/07/2011 23:32:21 I want a XL turret that shoots battleships that shoot cruisers that shoot frigates at the enemy.
Bigger version of a dreadnaught with 6 turrets, siege mode without a tracking penalty and the same price and hit points as a super carrier....Basically no doomsday, or jump bridge or clone vat bay or gang bonuses of any kind like with a titan.
Make it dish put roughly the same damage as a super carrier can with fighter bombers....
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Selinate
Amarr
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Posted - 2011.07.06 23:37:00 -
[44]
I wouldn't mind a semi-capital ship used as a mobile outpost specifically for wormholes, like the purpose that the Orca sort of serves right now, except with more functionality, i.e. you can set it in a wormhole, put it in stationary mode near a moon or planet (no safe spot for this ship), and then use it as a temporary station with a clone bay, ship hangar, guns, etc. that could only fit 2 or 3 players inside, max, at a given time.
Can't decide whether or not I would want it to be able to do the same thing as an experimental lab, though... probably not, since that would just make the experimental labs of POS's obsolete, and make it too easy...
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Rai Fulminata
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Posted - 2011.07.06 23:44:00 -
[45]
i'd like to see more t3 content: T3 frigs and BSes first. t3 BC is optional.
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Durararagi
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Posted - 2011.07.06 23:46:00 -
[46]
NANOPITAL~ Nano capitals with 3 seconds align.
Make it happen CCP :D
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Rai Fulminata
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Posted - 2011.07.06 23:49:00 -
[47]
Edited by: Rai Fulminata on 06/07/2011 23:49:46
Originally by: Durararagi NANOPITAL~ Nano capitals with 3 seconds align.
Make it happen CCP :D
fast as frigates, powerful as dreads and expensive as officer-fitted titan :)
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Volltz
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Posted - 2011.07.07 00:17:00 -
[48]
Pretty sure CCP's direction is faction caps. Requires two trees and/or 2 weapon types.
We have seen it already with the Sansha super carrier.
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Baraka Saibot
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Posted - 2011.07.07 00:40:00 -
[49]
How about fixing the balance on the existing ships instead of adding pimp crap?
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Jaigar
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Posted - 2011.07.07 00:44:00 -
[50]
Medium sized weapons need to be reworked to give a reason to choose crusiers over BCs for certain situations. We have an escalating problem in EVE where the more expensive ships become, the less willing people are to actually use them to get blown up. Leveling the field by allowing crusiers to stand a little better against battlecrusiers would be nice.
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MeBiatch
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Posted - 2011.07.07 00:46:00 -
[51]
Originally by: Baraka Saibot How about fixing the balance on the existing ships instead of adding pimp crap?
how about you STFU
CCP tallest is already on Ship balance (expect results around late fall)... this is about adding new stuff... not about fixing old stuff...
3 cheers to new SH*T!!!!
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Siigari Kitawa
Gallente Aliastra
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Posted - 2011.07.07 00:46:00 -
[52]
And then we're back to the problem that we had when titans were first released.
"hey sorry guys, we made them a bit too powerful, we're going to adjust them a bit."
<enter TomB's nerfbat>
"okay guys you can kill one target now every five minutes. Peace."
...
Yeah. So now CCP won't release and good PVP battleships because they would taint highsec/lowsec/anywhere and cause them to become "the new standard." Which really upsets me, because battleship mods are already dirt cheap compared to cruiser modules (cruisers have more platforms so their mods cost more,) and frigates are completely negated because well, they're frigates.
Tech 3 frigates, please!
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Pyatera
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Posted - 2011.07.07 01:04:00 -
[53]
Edited by: Pyatera on 07/07/2011 01:04:28
Originally by: AnzacPaul
Originally by: The Old Chap Rorqual and something based on the Dread hull that can both access hi-sec. There's a lot of carebear 'neglected vets' would be very pleased with that, and it would be really easy for CCP to implement.
Ever heard of an orca?
Orca can't compress ore.
Personally, I'd love to see a highsec combat capship. If you wardec someone, there should be a ship that can take down a highsec POS. With battleships alone, it just takes wayyyy too long and needs far too many to do it. Concord could relax the rules a bit with cynos in highsec and just make covert cynos illegal. Also, Dreads and other capships in highsec have to be fitted with a constraint that means they can only fire on wardecced targets, guns and other mods will be physically disabled and unable to fire on non wardecced targets. Not that any sane person would use a multi-billion isk ship to suicide gank.
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Falyn Halycyr
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Posted - 2011.07.07 01:15:00 -
[54]
New cap ships are a fair idea but I'd like to see more t2 ships for starters.
Another destroyer type would be good perhaps some sort of escort ship optimised for killing frig sized ships and able to handle PVP combat better then the current types.
More t3 ships from all classes.
How about more equipment to train towards? Perhaps t3 versions of all current types? Ammo that requires specific training to use.
Marines - boarding actions to capture enemy ships. Whole new class of ship or as a replacement for drone bays.
Monitors - system defence ships armed with a large array of powerful weapons. Never leave the system they are in. Perhaps in a range of sizes.
Plenty of other options before cap ships should be looked at. Most cap ship pilots are actually alts or fly other ships most of the time anyway. the vast majority of combat (PVP anyway) occurs in BC or smaller ships. This is where most effort should be concentrated.
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Falyn Halycyr
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Posted - 2011.07.07 01:24:00 -
[55]
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.
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Pingu Long
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Posted - 2011.07.07 01:39:00 -
[56]
I'd want to see a ship that doesn't need cyno fields to use it jump drives. Ships that launch boarding teams for sabotage acts on enemy vessels destroying/overheating modules and ships that are used to defend against such attacks. I also like the idea of a ship with an area cloack, maybe with a slight twist: a ship using some sort of ECM to lower hit rate of enemy ships shooting at friendly ships under the effect of it's cloack. A bit like the Arbiter from Starcraft, just without the complete invisibility thing.
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Scerolikk Teromni
Atrocious Order
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Posted - 2011.07.07 01:40:00 -
[57]
Originally by: Ezra Vouland anti super cap caps
You mean like dreadnoughts? That used to be what dreadnoughts were for back in the day. --
Quote:
Are you moving beyond VANITY AUR items?
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Teala Te'Jir
Amarr Mr. Benjamin Enterprises
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Posted - 2011.07.07 01:42:00 -
[58]
How about a BS that has 10-12 high slots, 10 mid slots, and 6 low slots. Some of the mid slots(say 5) are for very short range guns that have fast tracking/heavy damage very short optimal range to pop pesky drones and fast moving/orbiting tacklers. :)
Would require new skills to use, maybe extend BS skill to level 6. ^_^
I also wish to see basic mid-range freight hauler, that can carry 320k m/3 units capacity. Nothing fancy. Doesn't require learning un-needed mining skills or jump skills to use. Might have mobile repair facilities like the Orca. Looks something like this.
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Teala Te'Jir
Amarr Mr. Benjamin Enterprises
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Posted - 2011.07.07 01:47:00 -
[59]
Oh and give us more verities of destroyers! Please!
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0oO0oOoOo0o
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Posted - 2011.07.07 01:47:00 -
[60]
Originally by: MeBiatch
funny enough but its the answer to your question
Oh haha that's indeed a funny coincidence, didn't expect that they'll answer more questions in that thread
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Aiwha
Caldari 101st Space Marine Force Nulli Secunda
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Posted - 2011.07.07 01:47:00 -
[61]
Originally by: Ezra Vouland anti super cap caps
One big goddamn gun with a jump drive. No engines, little tank. One shot, one super dies. I can't heal stupid
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Pingu Long
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Posted - 2011.07.07 01:51:00 -
[62]
Also, how about a new line of ships that let you balance propulsion/defense/offense systems dynamically on the fly without refitting, letting you put more energy into these systems? Thermodynamics was a fantastic addtition, imo, it's maybe time to expand on it.
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Headerman
Minmatar Quovis Shadow of xXDEATHXx
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Posted - 2011.07.07 01:58:00 -
[63]
I got 3 suggestions:
1) Tier 2 dread: 6 turrets, about 8-10m EHP, no siege module, and about a 100% bonus to turret damage. Basically, similar DPS as a super carrier for a third the cost with a third of the EHP.
2) Tech 2 Tier 3 BSs: Mini dreads. 7 turret hardpoints, a minature siege module for 5 minutes, 100% increase in DPS when in siege mode, jump drive capable. Cost more than a Blops.
3) Courier ships: Possible Tier 2 destroyer variant, tech 2 version of it has a jump drive and can run cov ops. Has very few turret hardpoints and weak EHP. 500 odd meter s of cargo space.
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Barkaial Starfinder
Minmatar The Kairos Syndicate Transmission Lost
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Posted - 2011.07.07 02:07:00 -
[64]
Fix T1 Dreads to do big damage on Supers, while not being OP against subs.
Add T2 Dreads, Vampire Class. They use capital NOS to suck target capacitor by % (meaning its super effective against ships with huge capacitor) Then they can choose what to do with the energy acquired. Doomsday-like weapon beam, SuperSmartBomb-like weapon (good against drones and fighters), monster tank, speed, stuff.
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Maverick2011
Caldari Deep Core Mining Inc.
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Posted - 2011.07.07 02:09:00 -
[65]
Kryptonite caps
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Zephy Russ
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Posted - 2011.07.07 02:30:00 -
[66]
Originally by: Pingu Long Also, how about a new line of ships that let you balance propulsion/defense/offense systems dynamically on the fly without refitting, letting you put more energy into these systems? Thermodynamics was a fantastic addtition, imo, it's maybe time to expand on it.
I like this idea, but I don't think the game is ready for the new Tech IV paradigm yet. We've barely delved into Tech III tech.
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Wangston Hughes
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Posted - 2011.07.07 02:34:00 -
[67]
More caps? Really? This game is ****ing ******ed.
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Ehdward
Caldari Nex Exercitus Raiden.
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Posted - 2011.07.07 02:35:00 -
[68]
Speaking of destroyers... In real life, "destroyer" is actually an abbreviation of "submarine destroyer."
Just sayin'...
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Headerman
Minmatar Quovis Shadow of xXDEATHXx
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Posted - 2011.07.07 02:38:00 -
[69]
^^^ Need a corvette class
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John Caden
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Posted - 2011.07.07 02:55:00 -
[70]
I would like to see a wormhole nomad mother ship. Expand the wormholes and make it so only the Nomads could access a wormhole that go really, really, really deep down the rabbits hole. Say, C25, C87 wormholes, killer AI from the Sleepers, and you can get lost for three months at little a time trying to get back to Empire.
Maybe add in some strange Bonuses to it.
Goes all Hall 9000 on you from 2001: A Space Odyssey once in awhile.
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Val'Dore
Word Bearers of Chaos Word of Chaos Undivided
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Posted - 2011.07.07 03:01:00 -
[71]
Yeah, I'd like W-Space to resemble a Labyrinth through and through. No two systems connecting predictably. But let a W-space oriented mothership that can stabilize a wormhole the same way a Titan does the Jump Bridge.
~No matter what happens, somebody will find a way to take it too seriously.~
Tiericide |
MeBiatch
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Posted - 2011.07.07 03:03:00 -
[72]
Edited by: MeBiatch on 07/07/2011 03:03:23 another ship i would like to see added is the Heavy Bomber
Tech II Tier II bc's...
think drake that fires citadel torpedoes and has a heavy bomb launcher that fires heavy bombs (does tremendous damage but has really slow explosion velocity) Plus they would get a covert ops cloak and can jump threw covert jump portal...
this ship would be awesome for high sec pos smashing and for WH pos smashing and shooting capital ships (but would be extreamly vulnerable to sub cap ships...
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Baljos Arnjak
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Posted - 2011.07.07 03:31:00 -
[73]
Something I'd like to see is a fully modular ship.
Think Species 8472 from Star Trek voyager when they blow up the Borg planet. They had 7(?) different ships, six flying in a hexagonal formation around a central one. Then they all linked energy beams with each other to form a massive central beam.
Adapted to EVE, we could have 2 new capitals. One for the central firing mechanism, the other for the outer ones flying in formation. Then have a new doomsday weapon that comes in 7 pieces, one for each ship in the formation. Then seven pilots have to maneuver the different pieces into position within a certain tolerance to fire the main weapon. Could even have it so that the main weapon's damage would vary depending on how many of the outer ships there are. Maybe have it also have a dual effect weapon like the primary effect is directional like a normal doomsday, then have a secondary AOE that falls off with range.
Or, we could do this with battleship size ships, and have the main weapon powerful enough to take out a supercarrier.
Anyway, just a thought. I'd like to see not just new capitals but new ways to encourage teamwork and real piloting skill.
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Guillame Herschel
Gallente NME1
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Posted - 2011.07.07 03:31:00 -
[74]
Originally by: IGNATIUS HOOD I think the ORE Syndicate needs to get into the cap making business with with a Mining Super-barge:
~6-8 Strip Miners ~100,000 m3 cargo space ~Big Drone bay and the ability to control more than five drone without modules ~Killer duration and amount bonuses for both ore and ice ~Big enough tank to fend all but the most determined gank/pilot
I feel fairly certain that collapsing the mineral market is pretty far down the list of CCP priorities.
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Guillame Herschel
Gallente NME1
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Posted - 2011.07.07 03:33:00 -
[75]
Edited by: Guillame Herschel on 07/07/2011 03:33:49
Originally by: Ehdward Speaking of destroyers... In real life, "destroyer" is actually an abbreviation of "torpedo boat destroyer."
... Torpedo boat and submarine are basically the same thing in EVE :-P
Destroyers in EVE destroy stealth bombers (EVE's submarines) quite well. Perhaps a new T2 destroyer could fit a decloaking bubble launcher instead of a warp disrupt bubble launcher.
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Falyn Halycyr
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Posted - 2011.07.07 03:43:00 -
[76]
On the subject of stealth/cloak ships and having had enough of afk cloakers it's time equipment was created to deal with them. I'm thinking t3 probes that are an expensive one use only item. Basic concept is that they explode revealing all cloak ships within their radius. Basically an EMP blast. Now this will do little to active cloakers but woe betide anyone who left their cloaked tengu in a system while they go off to work.
Cap ships can wait there are plenty of good ideas in this thread that bear testing.
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Just Jo
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Posted - 2011.07.07 03:56:00 -
[77]
how about a tech 2 dread with area effect bomb launchers?
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Aramatheia
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Posted - 2011.07.07 04:13:00 -
[78]
Edited by: Aramatheia on 07/07/2011 04:15:57 Edited by: Aramatheia on 07/07/2011 04:14:30
I'll take 2 of these!
Caldari missile ships eat your hearts out!
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Bane Loppknow
Pel Industries
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Posted - 2011.07.07 04:13:00 -
[79]
Edited by: Bane Loppknow on 07/07/2011 04:14:38 I think the carrier would make a nice platform for a t2 ewar capital.
t2 Dreads should be massive interdictors. Bubbles that can reach 100km+, with an infinite-point script that works on all capitals. Could tie the bubble activation to seige mode, give it epic durability and decent damage output vs supercaps.
No t2 supercaps. They're OP enough as it is.
Edit: Could have multiple variants, too. Could have a black ops type dread, and a massive Webifier Bubble module.
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Digital Messiah
Oregami Ultd
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Posted - 2011.07.07 04:42:00 -
[80]
Originally by: stoicfaux CONCORD social skills, CONCORD piloting skills, CONCORD weapons skills, and an LP store full of CONCORD ships.
Ditto for the Jove.
QFT
Quote: "Frankly, my dear, I don't give a damn"
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Hecate Shaw
Caldari United Freemerchants Society
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Posted - 2011.07.07 04:43:00 -
[81]
We have stealth bombers to deal with battleships, how about upscaling the concept? An advanced BS or even orca-sized hull that fits capitol sized weapons, with light armor and the ability to fit a covert ops cloak. The heavy bomb concept someone else floated is great, with a very low explosion velocity.
Stercus accidit |
El'Niaga
Minmatar Republic Military School
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Posted - 2011.07.07 04:52:00 -
[82]
I'm not against new captial types and it is long time they entered t2.
At the same time they'll have to bring the supercarrier back in line to the carrier, because if that's the jump between level 1 in carrier to level 3 in carrier, then a t2 carrier would be that much more of a magnitude beyond it.
First we should get a level 3 dreadnought, that could be an anti supercap ship (though itself a supercap). Superdreadnought.
An EW capital is something that would be useful with capital ecm that can affect supers.
A mining capital (Just 4 Strip Miners, huge ore bay, good tank, nice drone bay). (Level One Mining Capital is Ore, Level 3 Mining Capital is an Ice capital)
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Kumq uat
Gallente Guiding Hand Social Club Dystopia Alliance
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Posted - 2011.07.07 05:11:00 -
[83]
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. --------------------------------------- www.eve-pirate.com original author |
Headerman
Minmatar Quovis Shadow of xXDEATHXx
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Posted - 2011.07.07 06:28:00 -
[84]
Originally by: El'Niaga A mining capital (Just 4 Strip Miners, huge ore bay, good tank, nice drone bay). (Level One Mining Capital is Ore, Level 3 Mining Capital is an Ice capital)
Botters would kill for this
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Carrion Regardless
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Posted - 2011.07.07 06:43:00 -
[85]
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.
+1
Sounds epic!!
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Steve Thomas
Minmatar Sebiestor Tribe
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Posted - 2011.07.07 06:55:00 -
[86]
they have floated this idea before.
"Real" mother ships, Capital mining ships and suport ships(yes they talked about them befor the two suport ships actualy showed up) and other ideas. .End of line.
If your too paranoid to play EvE. . . ...then your not paranoid enough to play EvE ----------------
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Headerman
Minmatar Quovis Shadow of xXDEATHXx
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Posted - 2011.07.07 07:31:00 -
[87]
Oh! Just noticed, but the title needs moar caps in it.
Try Caps lock?
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Yarrrrrhh
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Posted - 2011.07.07 07:33:00 -
[88]
Edited by: Yarrrrrhh on 07/07/2011 07:33:41 Oh look, the guy who singlehandedly killed eve is trying to distract everyone by offering shinies.
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Amaron Ghant
Caldari Black Thorne Corporation Black Thorne Alliance
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Posted - 2011.07.07 07:50:00 -
[89]
Edited by: Amaron Ghant on 07/07/2011 07:54:05 A Fleet repair ship.
Able to repair ships and cap ships in space using strontium clathrates and ice products
Deployable in High Sec , Low Sec or 0.0
Only able to fit one or two BS sized weapons (due to all the ships electronics systems being reserved for the tractor/repair systems)
Can fit a cloak, but can't repair cloaked
Possibly a manufacturing slot for producing ammo from onboard minerals.
Ship storage space for at least 2 battleship class hulls
Jump engines of course with the same range as a JF (and like a JF it can only jump from Highsec, not into highsec)
It would need to cost more to repair in space than it would cost at a station, but thats just a matter of tweaking. I would sup with the devil and forget to use a long spoon if it led to me spitting on the grave of nationalism.
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Spookyjay
Caldari Caldari Provisions
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Posted - 2011.07.07 08:06:00 -
[90]
Pirate faction capitals ofc. Same as current pirate ships req two faction skills to fly.
Once they are in sleeper ai that attacks player pos in pirate space pls.
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Yarrrrrhh
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Posted - 2011.07.07 08:08:00 -
[91]
Originally by: Amaron Ghant Edited by: Amaron Ghant on 07/07/2011 07:54:05 A Fleet repair ship.
Able to repair ships and cap ships in space using strontium clathrates and ice products
Deployable in High Sec , Low Sec or 0.0
Only able to fit one or two BS sized weapons (due to all the ships electronics systems being reserved for the tractor/repair systems)
Can fit a cloak, but can't repair cloaked
Possibly a manufacturing slot for producing ammo from onboard minerals.
Ship storage space for at least 2 battleship class hulls
Jump engines of course with the same range as a JF (and like a JF it can only jump from Highsec, not into highsec)
It would need to cost more to repair in space than it would cost at a station, but thats just a matter of tweaking.
What a terrible idea.
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Dekiri
Gallente Useless Inc.
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Posted - 2011.07.07 08:36:00 -
[92]
I want the mother of all motherships...
ship maintance bay that can hold 50 to 100 battleships, defense capability quite strong and absolutly crap offensice except for the fact that you can jumpclone to the mothership and undock a fleet of bs. Usable without pilot , meaning you can just put it up like a crappy station too.
Oh yea.. and maybe give it a chance to fit a cloak or somesuch ruining the tank.
That would give some hilarious options in fights=)
My dad can beat up your dad! |
impli
Singularity.
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Posted - 2011.07.07 08:50:00 -
[93]
My Idea is a Escord Carrier. Smaller as a normal carrier but can deploy 5 fighter. It can enter Highsec and it has a jumpdrive to jump into lowsec of course like a JF. Size might be like orca. With Ship maintenance bay and onboard fitting service.
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Trig Onami
Caldari Onami Corporation
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Posted - 2011.07.07 09:04:00 -
[94]
Edited by: Trig Onami on 07/07/2011 09:05:03 a T3 Cap, with Tengu style subsystems. nuff said.
While you're at it.. t3 frig, t3 destroyer, t3 bc, t3 bs, t3 everything. EVE. The most ambitious project on earth. |
Hikaru Kuroda
Amarr Shimai of New Eden N E X O
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Posted - 2011.07.07 09:10:00 -
[95]
Originally by: MeBiatch or how about a deep space exploration capital ships (a science vessel
+1, with the the exception of the Orca and the Rorqual, all capital ships are intended for combat. It would be nice to see something different.
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El'Niaga
Minmatar Republic Military School
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Posted - 2011.07.07 09:14:00 -
[96]
Originally by: Headerman
Originally by: El'Niaga A mining capital (Just 4 Strip Miners, huge ore bay, good tank, nice drone bay). (Level One Mining Capital is Ore, Level 3 Mining Capital is an Ice capital)
Botters would kill for this
You can make twice as much ratting in the Drone regions as actually mining...pretty sure you're aware of that. Keep in mind it's a cap too so no using in empire.
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Shadowsword
The Scope
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Posted - 2011.07.07 09:23:00 -
[97]
New sub-cap ships need to be T1. Because we have enough T2 cruisers, I think, and T2 or T3 BS-sized hulls would cost too much to be used on a semi-regular basis.
Ideas for new ships:
- Subcapital, jumpgate friendly mini-carrier. Without remote, gang mods or ability to field more than 5-6 fighters to prevent them to have carrier-like dps. - Large anti-capital gunboats, BS sized, only one XL weapon, twice or thrice the dps of battleships but with permanent tracking penalties to make them bad against subcapital. No drone bay, those things must be very vulnerables without proper escort. ------------------------------------------
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Ager Agemo
Caldari Care Factor
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Posted - 2011.07.07 09:28:00 -
[98]
3 things ONE: A MILITARY high sec ship transport, just the way ORCA carries mining ships and industrial ships on High sec, a Ship using military Skills to carry Battleships, battle cruisers and alike Without requiring them to be repacked. (so a light carrier with Small or no cargo bay, but HUGE! hangar bay for combat ships as to not replace the industrial ships on their own job)
TWO: a ship between dreadnought and battleship, Which should be to Battleships/battle cruisers, as destroyers are to Frigates. and to capital ships, as destroyers are to Cruisers.
so basically it would use XL modules, have bonuses to use XL weapons against smaller targets (tracking or explo radius), no special siege triage or w/e mode, just plain old raw dps and Tank, using XL modules WITHOUT! siege penalties. so it can kill battleships,battlecruisers with relative ease, can TRY! to half damage cruisers, cannot do anything against sub cruiser ships, and it must be very weak against capital ships.
THREE: an ANTI SUPCAP ship Ewar Platform, something that will have an ANTIJUMP! device, with anti capacitor bonuses and XL energy neutralizers and NOS. it must be VERY Highly resilient to capital ship weapons, but weaker to small ship weapons. (maybe reflect doomsday weapons?)
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Kalach'Cha
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Posted - 2011.07.07 09:45:00 -
[99]
Edited by: Kalach''Cha on 07/07/2011 09:54:02
Corvette class capital ship
A capital ship similar in size to an orca whos soul purpose is to block jump drive capabilities of ships inside its jump drive interdiction bubble.
Filling the role of a capital ship superheavy interdictor: - cannot fit any siege module/triage, just a jump drive interdiction module with a 75-100km range that doesn't restrict its movement, also prevents cyno's to go up on the same range - doesn't prevent warp, only affects ships with jump drives - can fit capital weapons/repper/shield boosters but with a considerable low tank capability than normal capital ships, bonus to tracking/explosion radius to deal with subcapital ships. - 4-5 turret/missile slots, 6-7 highslots, enough mids/lows to fit a repair w/ capacitor modules, tackle gear (jump drive interdiction module would be highslot) - can use gates, has no jump drive
This is just my 2 cents on the matter, i don't think it would hurt the balance much if this ship was introduced, maybe make T2 versions of it that fit a capital warp disruptor (that can disable warp/jump capabilities of titan/motherships), the only thing i would like to see other than this would be more capital industrial/science vessels.
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Shadowsword
The Scope
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Posted - 2011.07.07 10:24:00 -
[100]
Originally by: Ager Agemo TWO: a ship between dreadnought and battleship, Which should be to Battleships/battle cruisers, as destroyers are to Frigates. and to capital ships, as destroyers are to Cruisers.
That would be bad. The overall goal is to bring more diversity and options to fleets, not obsolete battleships and make those things the new standard in fleet battles. I'm ok with ships having more dps and EHP than battleships ONLY if they're also more vulnerable than battleships to smaller ships. ------------------------------------------
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Aquana Abyss
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Posted - 2011.07.07 10:56:00 -
[101]
A capital stealth bomber lol
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Scalphunter
Minmatar
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Posted - 2011.07.07 11:10:00 -
[102]
subs.
we need a sub class of ships. been sayin this since my first year in game
skill tree for special sonar/scannin mods for %scannin of cloaked ships.
can fire torps that uncloak cloaked ships, and you can fire them torp cloaked.
can have small/med and large subs-more skill tree.
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Narisa Bithon
Caldari The Motley Crew Reborn
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Posted - 2011.07.07 11:16:00 -
[103]
i'd like to see capital "Stargate Ships" basically you would need 2 of these beasts to work in tandemn. one enters a wormhole and one remains in low/null sec. long after the wormhole collapses the 2 "stargate ships" form a fleet and allow fleet/corp/alliance members to bridge from known space into wormspace.
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Gwenywell Shumuku
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Posted - 2011.07.07 11:20:00 -
[104]
Yes, we definitively need more caps in this game, my grandmother still doesn't fly one /facepalm
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Cpt Greagor
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Posted - 2011.07.07 11:27:00 -
[105]
Needs more Borg ships.
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Raid'En
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Posted - 2011.07.07 11:31:00 -
[106]
Edited by: Raid''En on 07/07/2011 11:31:42
a tech2 dread wich can really do something against SC would be nice (well anything that can kill a SC)
also i like the idea of mini station. would be pretty hard to balance however
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Susiqueta Muir
Disturbed Blood Astrometrics
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Posted - 2011.07.07 12:04:00 -
[107]
As a WH living predominantly PvE player both of my toons have reached a large stumbling block as to what to train next. Between them I can fly pretty much every sub-capital class ship (including marauders and hulks etc) but there is no clear progression from this point as to what I could fly next. It would take me some Isk (affordable) and a day or so to start flying carriers and dreadnaughts, but I have no real need for them in a low class WH and even ships like a rorqual would be a waste as mining is generally a solo affair here.
So, what to use or what would I like to see?
For my industrialist it's relatively simple. Whilst the rorq. is the industrial capital ship (not counting the orca) available I would actually preffer to see a larger mining vessel which by itself would give a better yield (ie. 1.5 or 2x) that of a Hulk, but would get most of it's bonuses from working alongside a Rorq. Either it can fit 5 or 6 Strip miners or maybe 3 capital sized "Rock hoovers"
Freighters and Jump freighters are there alongside transport ships to move stuff around so I don't think there's much of a need for anything further in that regard.
For my Combat char, I do't really have the need to move up to a Carrier or Dreadnaught at the moment unless I wanted to pop POS's in WH's for the ****s and giggles.
Possibilities:-
Heavy (Stealth) bomber - Fires new class of heavy bombs or Citadel torpedoes. Battlecruiser or Battle ship sized cloaking ship with bonuses against Caps and BS's and potentially POS busting capabilities, just like a stealth bomber but bigger. Would be useless against frigates and cruisers.
"Swarm cruiser" - (Taken from the drone battleship in Homeworld), BC to BS sized ship with large drone bay and bonuses to drone control range, damage and numbers (i.e. can launch up to 10 at once (plus 2x per additional Drone control unit in highslot). No turret slots or missiles, but capable of performing drone logistics and desighned to launch large volumes of drones to swamp target ships....
"corvette class" - Something in the middle between BS and Caps. "Ok" against either, but not as good as BS vs BS or Cap vs. Cap. More a multi purpose ship that fills the gap etween the pair. Gate capable, or jump capable if fitted with a low-slot jump drive.
Wild and Wacky:-
Deployable gates:- Destroyable (but can be fitted with turrets) Wormhole creation units which can be set up at a POS. Can link from one Jxxxxxx system to another in the same WH cluster if a gate is built at both sides. This will then form a "Pocket region" in WH space with links and stable holes. Gates will need fuel etc.
Gates will need to be deployed from a Cap sized Science vessel which could potentially prise open WH's to allow it through (Ignoring the max size limit) but would close the natural WH behind it. Once the ship has dropped the gates in the two systems, It could fuel them up and forge a jump bridge between the systems.
Then, the ship could use it's own Rorqual stle deployment mode, but set up a mini outpost in the process which has clone vats and market functionality.
SM>
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Lord FunkyMunky
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Posted - 2011.07.07 12:16:00 -
[108]
Mothership, like a real one, deployeable forcefield (incoming damage sucks cap?), clone vat bays, insanely large ship maint bay, extended range refitting for fleet (so you can be say 50km away and use its refit)
Capital Deployeable FLAK Platform, ya wont happen due to lag / cpu etc.. but a signle deployeable platform that could take on a flotila of small vesiles would be sick, though this might have better place as a supercap :)
Capital Black/Covert Ops, Not what you think, i'd like to see a capital ship, thats like a blackops, but has the ability also for a cloaking field generator, basically like the shield of a pos but when "triaged" the bubble of cloak comes up, all ships within X range are cloaked, of course the cloak would pull a good bit of cap as its used so it would go off and the ship would need to be recharge or be capped up by other capitals / guardians to reactivate the system....
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Leon Tango
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Posted - 2011.07.07 12:24:00 -
[109]
Originally by: Ezra Vouland anti super cap caps
+1
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Aingelluss
Minmatar Sebiestor Tribe
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Posted - 2011.07.07 12:31:00 -
[110]
Originally by: The Old Chap Rorqual and something based on the Dread hull that can both access hi-sec. There's a lot of carebear 'neglected vets' would be very pleased with that, and it would be really easy for CCP to implement.
Dont tell anyone, but the orca is excactly what youre looking for
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Big Vern Murphy
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Posted - 2011.07.07 12:35:00 -
[111]
As much as I would like to see more mining ships, it's not like people are standing in line to use the Rorqual for mining purposes. I would rather not see mineral prices driven down by introducing something with more yield than a Hulk. The T2 Dread EWAR ship sounds like a good idea though. Use a capital ECM Burst with the area of effect increasing 5% per level or something. Add a module that allows you to jam super caps.
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Planktal
Gallente Kenshao Industries Galactic Acqisition Specialists
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Posted - 2011.07.07 12:45:00 -
[112]
Just this
Escort Carrier
carries 5 fighters, no jump engines/uses gates, can enter highsec... . . Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. Everyone has a right to be stupid, just some people abuse the privilege. |
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CCP Soundwave
C C P Alliance
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Posted - 2011.07.07 13:39:00 -
[113]
This thread has some cool ideas, keep them coming guys
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Siigari Kitawa
Gallente Aliastra
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Posted - 2011.07.07 13:40:00 -
[114]
Originally by: CCP Soundwave This thread has some cool ideas, keep them coming guys
Are more tech 3 ship sizes coming soon?
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Lady Skank
Ban Evasion inc
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Posted - 2011.07.07 13:41:00 -
[115]
Mobile construction platform, -75% to structure anchoring times, enough cargo space to carry a complete death star and the same jump range as a carrier.
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Krell Kroenen
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Posted - 2011.07.07 13:55:00 -
[116]
Originally by: Planktal Just this
Escort Carrier
carries 5 fighters, no jump engines/uses gates, can enter highsec...
I 2nd this concept and the thought of a black ops carrier sounds interesting as well
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Rodj Blake
Amarr PIE Inc.
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Posted - 2011.07.07 14:06:00 -
[117]
Point Defence Ships - designed to kill fighters, drones and missiles.
You could even have a special module that does the killing.
Dulce et decorum est pro imperium mori.
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Xercodo
Amarr Daj'Juntar
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Posted - 2011.07.07 14:09:00 -
[118]
Edited by: Xercodo on 07/07/2011 14:10:51 For a "inbetween BS and dred" ship I say we do something similar to the gun platforms of HW
It's got 1 XL cannon and is made to use arty/rails/beams as a sniping platform or something
-------------------------------------------------- The drake is a lie |
E man Industries
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Posted - 2011.07.07 14:14:00 -
[119]
A mini Carrier.
I want to be able to use gates.But also Jump drive with a cap fleet.
Currently Cap ships require a cyno alt to do much of anything. Would be intresting to have a capital ship able to use gates, to set them apart from BS they use fighters for there dps and only rep 1/2 of what a full carrier would. A carrier is just to much investment and a pain to be in. ______ Hello WoW players. Look at your toon, now back to me. Sadly it isn't me, but if it wasn't simplistic pre scripted linear mono dimensional game you could look like me. I'm in a Paladin |
Mobius Reynolds
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Posted - 2011.07.07 14:24:00 -
[120]
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...
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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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Black Dranzer
Caldari
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Posted - 2011.07.07 16:32:00 -
[151]
Frankly I think there could be better things to invest resources in than new captials, but I might be biased because I avoid big ships like the plague.
Some form of support capital? Capital reps?
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Liu Ellens
Minmatar
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Posted - 2011.07.07 16:33:00 -
[152]
So far we can jump stuff. But we can't jump other pilots.
How about a) In a pod, dock up to a "pod-carrier" with up to X others and get jumped while the ships are jumped separately. Extra tension in the field then to get everyone suited up again quickly.
b) Have a jump-bubble. Every (smaller) ship within e.g. 20km, up to a total mass of X, will go with you as you jump - including enemy ships; How about this for new tactics?
Just some ideas from a transporter... -- We race. We die. There is no beauty anymore. |
Mr LaForge
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Posted - 2011.07.07 16:33:00 -
[153]
Edited by: Mr LaForge on 07/07/2011 16:33:19 Just get me a T3 battleship with the same bonuses as the Tengu, but scaled to cruise missiles/torps and you'll see caps die.
T3 Battleships - Capital ship tank destroyers.
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MeBiatch
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Posted - 2011.07.07 16:37:00 -
[154]
Originally by: Hungry Eyes u kidding me?
cuz we need more cap hot drops on small roaming HAC gangs.
which is inturn countered by 40 cloaked Heavy bombers (tech II tier II bc's) who kill the hot drop...
for me its all about counters... i bring x you bring y which kills x so i bring z which counter y... in the end a big fight you should have to bring EVERYTHING including the kitchen sink so you wont be countered...
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Ayrala
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Posted - 2011.07.07 16:37:00 -
[155]
Originally by: Mr LaForge Edited by: Mr LaForge on 07/07/2011 16:33:19 Just get me a T3 battleship with the same bonuses as the Tengu, but scaled to cruise missiles/torps and you'll see caps die.
T3 Battleships - Capital ship tank destroyers.
Tengu....torps....*drool*
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Hyperforce99
Gallente The Scope
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Posted - 2011.07.07 16:41:00 -
[156]
I would like to a see a capital ship that acts like a huge sub-cap support vessel.
For example, a capital that when deployed emits a bubble that raises or lowers the resistances of all sub-capital ships withing its field (*non-stacking) And that has a lot of sub-capital class weapon slots (point defense type weapons) --------------------------------------------- Somewhere beyond happyness and sadness, I need to calculate what creates my own madness o/
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Scouting Party
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Posted - 2011.07.07 16:43:00 -
[157]
Ship that has a market. Because J# need somewhere to sell stuff if it's alliance based. Could also open up an entire new degree of exploration: finding neutrel stations where you can sell your loot to the owners.
Ships for opening up wormholes... or altering them in someway. Like, a ship for increasing mass limits on a WH, by resetting the mass limit to full. Or for the reverse, and dropping mass hugely.
Ships or structures that can store clones. In a wormhole. Not jump clones, just clones. So that when you get podded, you reappear at your POS, rather than a billion jumps away on the other side of the galaxy in a system you've long since forgotten about.
Ships with larger warp disruption bubbles.
Ships with AOE cloaking.
Ships with AOE shields.
Suicide ships, proximity explosion ones. That do AOE damage, large amounts, but are literally just suicide boats. OMG! Enemy titan! DRIVE INTO IT! BOOM!
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kano donn
New Path
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Posted - 2011.07.07 16:46:00 -
[158]
Wormhole capitol: * Can only be made in a WH * Cant not cyno out * Has minimal fighter capabilities(can only field 5 and hold 5) * Gives excellent fleet PVE bonuses * Has a slot for a module which would force a WH open for a longer period of time at diminished maximum mass. with another script, make the WH accept a load of greater mass but would reduce the duration
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Cpt Greagor
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Posted - 2011.07.07 16:48:00 -
[159]
Edited by: Cpt Greagor on 07/07/2011 16:49:47
Originally by: Scouting Party Suicide ships, proximity explosion ones. That do AOE damage, large amounts, but are literally just suicide boats. OMG! Enemy titan! DRIVE INTO IT! BOOM!
The suicide ships wouldn't be half bad as long as they didn't do TOO much damage. Or they were restricted to low/null. They would also help fuel the market as they would (if they proved useful) sell much faster and in larger quantities.
But then you have the other people who will refuse to use them because OMG MY KILLBOARD
edit: removed the unnecessary part of the quote.
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Hague Starcatcher
OffBeat Creations
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Posted - 2011.07.07 16:56:00 -
[160]
Interdiction Dreads create a warp bubble 1 AU wide, all ships warping through this zone get pulled to the iterdiction ship.
Signal Disruption Dreads blocks local when in siege mode. "Walk a mile in another man's shoes, that way he's a mile away and barefoot..." |
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TedStriker
The Scope
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Posted - 2011.07.07 17:10:00 -
[161]
Edited by: TedStriker on 07/07/2011 17:10:15 Yes, because if this game lacks anything its Capital Ships...
damn, would you PLEASE play your game for once?
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DogTyred
Cool4Cats
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Posted - 2011.07.07 17:10:00 -
[162]
Rather than new Caps. I'd like to see the ones we have provided with proper capital modules, Cap Nuets , Cap Smarties , named and T2 Cap repair mods , weapons etc , T2 and faction Cap ammo.
Perhaps a T3 Dread would be fun with the ability to change subsystems for greater versatility.
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Kerfira
Kerfira Corp
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Posted - 2011.07.07 17:12:00 -
[163]
Capital moon miner... Replaces POS moon mineral extraction though at higher extraction rates (how much is TBD)... All processing is still done at POS.
Originally by: CCP Wrangler EVE isn't designed to just look like a cold, dark and harsh world, it's designed to be a cold, dark and harsh world.
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Taedrin
Gallente Zero Percent Tax Haven
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Posted - 2011.07.07 17:31:00 -
[164]
Tech 2 dreadnaught: a small, agile capital ship which has an enormous damage bonus to capital sized weaponry, so that they excel at taking down super-caps. Also has signature resolution penalty and tracking penalty so that it has difficulty projecting any damage at all to targets smaller than a super cap.
Make it small enough so that it can resist fighter bombers and cheap enough so that it isn't very meaningful to doomsday it with a titan. ----------
Originally by: Dr Fighter "how do you know when youve had a repro accident"
Theres modules missing and morphite in your mineral pile.
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MeBiatch
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Posted - 2011.07.07 17:36:00 -
[165]
Originally by: TedStriker Edited by: TedStriker on 07/07/2011 17:10:15 Yes, because if this game lacks anything its Capital Ships...
damn, would you PLEASE play your game for once?
indeed... there are lots of things eve needs (current ship balance, new space/ new items/ new skills/ simcity for PI/ fw fix/ and new cap ships amoung them) the cool thing is that CCP can expand on all these areas at the same time... its called Synergy
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Tippia
Caldari Sunshine and Lollipops
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Posted - 2011.07.07 17:50:00 -
[166]
Originally by: TedStriker Yes, because if this game lacks anything its Capital Ships...
damn, would you PLEASE play your game for once?
In essence, I agree with this, but perhaps not for the same reason.
My view is that just adding more cap ships doesn't really solve the issue of giving people more things to train for. If you're already well into the cap ship race, to the point where you start feeling there's nowhere else to go, you're most likely already well on your way to getting whatever new cap ship is added. It will keep people occupied for [rank/2] weeks, and then they're back to having nowhere else to go.
Moreover, it seems rather myopic to think that capships is the one way to go. While I'm certainly no vet, I'm already closing in on having nothing more to train for, for the simple reason that I have zero interest in getting into a battleship, much less a cap ship.
That's why I mentioned that what's really needed is something that has no connection whatsoever to the current ship progression (see the previously posted chart), but rather something that exists completely outside that tree. That gives everyone more stuff to train for, and it provides a much longer-term solution than just adding a Dread++.
That kind of solution would also avoid the problem of adding more layers, which only amplifies the perception that older players get better stuff ù a parallel progression tree means that it's no more old-timer-exclusive than anything we already have, but still give old-timers something to "go beyond" with.
So really, the question is: what kind of functionality and roles are missing, and how can they be tied to ships of various sizes to create a progression tree, but at the same time not simply create a situation where bigger is better? Is there any kind of broader theme that hasn't been explored in the ships we already have? Some of the ideas, like the movable station or the multi-pilot ships, fit into one such theme: multi-occupancy vehicles (for which I'm sure there are a ton of technical constraints and concerns, but pff!à) that could conceivably be clustered together to create such a new parallel category. 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 |
SilentSkills
Gallente Tax Evaders Inc.
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Posted - 2011.07.07 17:57:00 -
[167]
Originally by: Tippia
Originally by: TedStriker Yes, because if this game lacks anything its Capital Ships...
damn, would you PLEASE play your game for once?
In essence, I agree with this, but perhaps not for the same reason.
My view is that just adding more cap ships doesn't really solve the issue of giving people more things to train for. If you're already well into the cap ship race, to the point where you start feeling there's nowhere else to go, you're most likely already well on your way to getting whatever new cap ship is added. It will keep people occupied for [rank/2] weeks, and then they're back to having nowhere else to go.
Moreover, it seems rather myopic to think that capships is the one way to go. While I'm certainly no vet, I'm already closing in on having nothing more to train for, for the simple reason that I have zero interest in getting into a battleship, much less a cap ship.
That's why I mentioned that what's really needed is something that has no connection whatsoever to the current ship progression (see the previously posted chart), but rather something that exists completely outside that tree. That gives everyone more stuff to train for, and it provides a much longer-term solution than just adding a Dread++.
That kind of solution would also avoid the problem of adding more layers, which only amplifies the perception that older players get better stuff ù a parallel progression tree means that it's no more old-timer-exclusive than anything we already have, but still give old-timers something to "go beyond" with.
So really, the question is: what kind of functionality and roles are missing, and how can they be tied to ships of various sizes to create a progression tree, but at the same time not simply create a situation where bigger is better? Is there any kind of broader theme that hasn't been explored in the ships we already have? Some of the ideas, like the movable station or the multi-pilot ships, fit into one such theme: multi-occupancy vehicles (for which I'm sure there are a ton of technical constraints and concerns, but pff!à) that could conceivably be clustered together to create such a new parallel category.
Best suggestion by far The Monocle Definition The Epic Door Thread http://im |
Marlona Sky
D00M. Northern Coalition.
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Posted - 2011.07.07 17:59:00 -
[168]
Originally by: CCP Soundwave This thread has some cool ideas, keep them coming guys
Check Nova Fox shipyards. There you will find all the new ships you need. He has been working on that stuff for years now with an exceptional amount of praise. About time you introduce that ship lineup along with the other various new professions and mechanics.
You have been keeping up with that thread right?
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Gwenywell Shumuku
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Posted - 2011.07.07 18:01:00 -
[169]
Look, i understand how noobs may think Cap-ships are THE THING to get in EVE. Then, they get there, and realize that caps add nothing to the game, they DETRACT from the game. They are a pain to use, but NEEDED to get anything sov-based done.
And now we want to add more? Cap-Ship implementation in EVE was ok when only Dreads where in game, as you needed something to shoot POS-Deathstars (like catapults), and that worked fine. Then carrier/motherships/Titans came, and since than its a BIG MESS. Titan debacle, SC debacle, redesign of shiproles countless of times, every time the problem got worse.
Now we have so many of these caps/supercaps in game that its getting so terribly out of hand, and CCP thinks: hey, Capships are cool, lets add more? WTF.
tl'dr: caps are not as funny as many think, its not how you get vets excited. many would love to do without caps at all.
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Nishachara
True Enlightenment
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Posted - 2011.07.07 18:36:00 -
[170]
Edited by: Nishachara on 07/07/2011 18:40:36 I would like to see a whole new type of ships...something new and entirely different. Something along the lines tipia mentioned.
Maybe a wormhole-drive ship of some sort would fill that hole. A ship that cant use jump gates and cant cyno...it can only use stable mini-wormholes. That stable mini-wormholes that ship would create itself...
But i think it should be balanced that it has less precision than cyno jumping from the start, for example, pilot starts the wh creation module and after one cycle (and cycles should be long and expensive..isk wise) he has stabilised wh to the constellation he wants to get in, after two cycles his ships computer had locked wh inside two systems + / - from the target system...and if the pilot waits for three cycles spool up, than he opens wh right in the system he wants...
Also there could be whole fleet of ships like that (from frigates to battleships to capital wormhole opener ship which can open the wh for conventional ship or two...) and all of them would need a "anchor" ship in their class to open a wh and to move at all, so its a group activity, not some lonely ranger in "new type of jump capable ship"...
Even in high sec that could change things a bit...imagine players with resources and skills to fly such ships opening new system to system routes...and charging for use...etc...
Imho that new breed of ships could make things interesting a bit, especially for smaller gangs making "incursions" (yup same thing sansha nation does) into larger alliances space and hitting targets of opportunity.
Yes there is black ops for that, but black ops has its own a bit different niche imo... And black ops use should have some benifits as opposed than using this type of travel so both type of intrusions can be an option...
That's my 2 isk... imho jumpgates are so last decade ... so it would be cool if we had a whole new type of traveling and ships with it... -------------------------------------------------
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RC Denton
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Posted - 2011.07.07 18:37:00 -
[171]
My $.02: Combat
- The battlestar idea is too cool +1, maybe balance it more towards PVE like marauders
- Ewar dread that can fit remote ECM burst modules in the high slots
- Capital siege ships that can fit bomb launchers
- Anti-SC flying gun cap ship. Basically a Yamato cannon with an engine and decent tank. Not as powerful as a full up DD but faster ROF. Gun only works well vs cap ships. Could be based on that concord ship model
- Smart bomb based dread, bonus to dmg and radius. High velocity for a cap ship
- PVE balanced cap ships in general, carebears gotta care
Industrial
- Cap ship has docking and refit capabilities, plus some hangar space
- A mobile refinery cheaper than the rorq that can compress ore, but has little cargo
- A wormhole in a box, deployable mothership that can generate a POS style shield when sieged. Good for high class WH day tripping
- I liked the emmisary idea that was in another thread. No combat capability, but a clone vat bay with a large ship maintenance bay and a jump drive. Small cargo.
- Not exactly on topic, but a POS ore compression module
- Capital moon strip miners
- Capital planetary strip miners
- Capital factory ship with lab and production lines, or a bonus to invention chance since it's destructable
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Svalinn
SOMER Blink Cognitive Development
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Posted - 2011.07.07 18:43:00 -
[172]
CHANGES > Titans and Super Carriers lose certain aspects of their e-war immunity when in low security (can be pointed). OR, cannot enter 0.2 and above. > Siege Module cycle timer and fuel consumption are halved. Dreadnought firepower increased by 50%. > Titan doomsday devices can only be activated on capital sized targets and stationary anchored targets.
NEW STUFF New ship: Capital Transport Carrier - Super Capital Status, cannot dock. Can only be loaded and unloaded at a starbase hangar array. - Long range jump drive. Moderate hit points. No offensive potential. - Base Cargo capacity 7.5 million m3. Can not carry capital ships. (how does one assemble them in space) - New skill: <Racial> Transport Carrier. Requires: Racial Freighter V.
New module and skill: Mobile Cynosural Jammer / Cynosural Field Disruption - Can only be fitted on Heavy Interdictors. Consumes a small amount of liquid ozone when activated. Cannot be used at the same time as the Warp Disruption Field Generator. Use of the module prevents a ship from warping or jumping. - Generates large AoE bubble (3-4x area of warp disruption bubble) that prevents all forms of cynosural field from functioning, and blocks active ones from receiving jumps. (Ships cannot jump to a Cynosural Field that is enveloped in the disruption field.) - Ship skill increases range of bubble. Module skill decreases fuel cost. - Does not block Covert Cynosural Fields.
New Ship: Capital Mining Platform aka Harvester - Capital class mining vessel. Can dock at stations. Can not use gates. Possesses a Jump Drive and cannot enter high security space. - Functions only when deployed with a Mining Core module. - Uses Heavy Strip Miners and has large cargo bay as well as a corporate hangar array. No ship maintenance array. - New Module "Mining Core" and skill "Heavy Mining Laser Reconfiguration". Mining core reduces cycle time of miners and boosts defense at the cost of movement, warping and cloaking. - New skill "ORE Capital Mining Platform", requires Exumers V, Capital Ships III
New Module: Military Core - Can only be fitted onto Carriers. Consumes strontium. - Increases drone damage by 200% and increases shield and Armour resistances by a factor of 30% which is not subject to a stacking penalty. Grants bonuses to the effect of racial command links when used on the corrisponding racial carrier when deployed by 30% (Archons recieve a bonus if running armor command links, Chimers receive a bonus to shield etc). - Reduces the effect of projected repairers by 50% when fitted, and by 0% when active. Ship can be remote repaired while deployed, but this suffers a 50% penalty. Makes ship immune to e-war. Can not assign drones while deployed with a Military Core. Cannot move or warp while deployed. Cannot be used in conjunction with a triage module. - Military Core allows Carriers to become offensive platforms on the field with high resistances and the ability to be remote repaired by friends, boosting fighter damage and granting huge bonuses to passive defense and command, but forgoing any form of projected repair itself. - New skill "Tactical Drone Control Reconfiguration", requires AWU V, Advanced Drone Interfacing IV, Capital Ships III
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Tarryn Nightstorm
Minmatar Hellstar Towing and Recovery
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Posted - 2011.07.07 18:49:00 -
[173]
Edited by: Tarryn Nightstorm on 07/07/2011 18:55:58 Edited by: Tarryn Nightstorm on 07/07/2011 18:52:17 (/Me sighs disappointedly.)
WE. DO NOT. NEED. MORE. CAPITAL. SHIPS!!! (FFS, how about making the existing Dreadnaught useful again?)
Or, more to the point, how about a more mobile, more accessible way to take out capital ships, that encourages teamwork and small gangs?:
Bascially, expand the scope/potential of the whole Black Ops thing, such that a small, BLOPs-based gang can effectively hunt capital/super-capital sized ships.
I realise I may be a bit biased, as we've started playing around with BLOPs-drops recently, and damn, it sure is lots of fun!
(And such an incredibly EVE-ethos-friendly idea, I might add )
Someone posted this first part already, I believe, but I really like the idea, and will expand on it as regards other critical members of the team:
Heavy Stealth-Bomber based off of tech II/Tier II BC-size chassis. Same size and mobility (maybe a little faster or more agile), tech II resists for tank, more or less the same slot-layout, but (assuming 8 high slots) fitting a CovOps cloak, 5-6 Capital-size weapons, and the ability to fit a Covert Cyno generator to cyno your mates in to take out that stupid carrier/mothership pilot who thought he was safe NPC'ing alone in deep-sov blob-bear space.
(And, black/red Drake with oversized engine-section, I can finally haz!)
Of course, this would require, under current mechanics, that HICTORs be able to mount covert cloaks, and/or covert cyno generators--so just change them to have that capability (shouldn't need a new ship for that, they'd basically be Force Recons with infini-points and their existing huge tanks/meh DPS.)
...OR, if/when we get the BADLY-needed/long-overdue super-cap nerf, they will be made vulnerable to standard warp disruptors/warp scramblers, so the Force-Recons can still be the "hunters," just with more potential targets. Much more risk, much more potential reward, capisce?
Also, make Black-Ops BSs CovOps-cloak capable, and un-nerf their fitting/fighting capability, so, ya know, people might actually use them as more than mobile "motorway generators;" As they are now, that's way too long a skill-tree, and way too expensive a hull, in exchange for way too limited a role. This, plus they are too limited even in that role given their jump-range/fuel use shortcomings.
So, to summarise:
1) Expand the Stealth Bomber class to BC size so it can take out capital/super-capital ships 2) Make HICTORs BLOPs-bridge capable OR nerf supercaps such that they are vulnerable to standard points/scrams so Force Recons can still hunt them 3) Un-nerf the capabilities/diversify the role of the Black Ops battleship.
(NOTE: This assumes that the core of this whole concept--the BC-size Heavy SB--is made powerful enough that a small BLOPs gang--15 pilots, maximum!--has a reasonable chance to take out a super-cap: The last thing we need is more reasons to blob-up!)
Because super-capital have had their fun with their "I Win" button long enough. They need to learn to fear the Great Dark again, just like everyone else in EVE...
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Dr Sodius
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Posted - 2011.07.07 18:52:00 -
[174]
Edited by: Dr Sodius on 07/07/2011 18:56:09
Originally by: Svalinn CHANGES > Titans and Super Carriers lose certain aspects of their e-war immunity when in low security (can be pointed). OR, cannot enter 0.2 and above. > Siege Module cycle timer and fuel consumption are halved. Dreadnought firepower increased by 50%. > Titan doomsday devices can only be activated on capital sized targets and stationary anchored targets.
NEW STUFF New ship: Capital Transport Carrier - Super Capital Status, cannot dock. Can only be loaded and unloaded at a starbase hangar array. - Long range jump drive. Moderate hit points. No offensive potential. - Base Cargo capacity 7.5 million m3. Can not carry capital ships. (how does one assemble them in space) - New skill: <Racial> Transport Carrier. Requires: Racial Freighter V.
New module and skill: Mobile Cynosural Jammer / Cynosural Field Disruption - Can only be fitted on Heavy Interdictors. Consumes a small amount of liquid ozone when activated. Cannot be used at the same time as the Warp Disruption Field Generator. Use of the module prevents a ship from warping or jumping. - Generates large AoE bubble (3-4x area of warp disruption bubble) that prevents all forms of cynosural field from functioning, and blocks active ones from receiving jumps. (Ships cannot jump to a Cynosural Field that is enveloped in the disruption field.) - Ship skill increases range of bubble. Module skill decreases fuel cost. - Does not block Covert Cynosural Fields.
New Ship: Capital Mining Platform aka Harvester - Capital class mining vessel. Can dock at stations. Can not use gates. Possesses a Jump Drive and cannot enter high security space. - Functions only when deployed with a Mining Core module. - Uses Heavy Strip Miners and has large cargo bay as well as a corporate hangar array. No ship maintenance array. - New Module "Mining Core" and skill "Heavy Mining Laser Reconfiguration". Mining core reduces cycle time of miners and boosts defense at the cost of movement, warping and cloaking. - New skill "ORE Capital Mining Platform", requires Exumers V, Capital Ships III
New Module: Military Core - Can only be fitted onto Carriers. Consumes strontium. - Increases drone damage by 200% and increases shield and Armour resistances by a factor of 30% which is not subject to a stacking penalty. Grants bonuses to the effect of racial command links when used on the corrisponding racial carrier when deployed by 30% (Archons recieve a bonus if running armor command links, Chimers receive a bonus to shield etc). - Reduces the effect of projected repairers by 50% when fitted, and by 0% when active. Ship can be remote repaired while deployed, but this suffers a 50% penalty. Makes ship immune to e-war. Can not assign drones while deployed with a Military Core. Cannot move or warp while deployed. Cannot be used in conjunction with a triage module. - Military Core allows Carriers to become offensive platforms on the field with high resistances and the ability to be remote repaired by friends, boosting fighter damage and granting huge bonuses to passive defense and command, but forgoing any form of projected repair itself. - New skill "Tactical Drone Control Reconfiguration", requires AWU V, Advanced Drone Interfacing IV, Capital Ships III
THIS... and the "Harvester" idea ... add the ability to "dock" 4-6 hulks or any other exhumer/mining barge to increase yield output and we are ready to go!
&
WANT!!!!
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ITTigerClawIK
Amarr Galactic Rangers Galactic-Rangers
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Posted - 2011.07.07 19:20:00 -
[175]
although i like the idea of more cap vessles i think its about time to add some ships that are more science and industry orientated, most combat ship roles have already been taken up but other roles like science and industry have remained rather static and bland, sure a new ships ocme sout for the area every other year or so but i think it may be time to delve into that side a bit more,
i thouhgt it would be great to have a very advanced science ship with the capabuility to monitor and effect wormholes. this ship would be able to equip new highly speculised gear like a module that can read and monitor how long a wormhole has left untill collapse. Another module for this ship could be to monitor the amount of Mass that could be capable of passing through a wormhole before collapse. the module that i most wanted to see for such a speculised vessel would be a high slot beam that when fired has the capabuility of either replenishing the amount of Mass able to go through a wormhole after ships have passed throuhg back to its maximin mass of course taking a while to do so effected by the skill level of the pilot, and a counterpart to stabalise a wormhole to allow the wormhole to stay open for longer. other possible modules could include a weapon of sorts able to shut down cyno fields when activated on the vessle that has jsut opened one imidiately shutting off the cyno field with the target unable to re-open another one for a coniderable amount of time.
such a vessle would of course have a very tough almost interdictor like defence but absalutely no offensive capabuility and thus need to be protected. i could see such a vessle be very usefull to high and null sec entities alike for both military and industrial purposes and provides a new goal for the more support orientated character.
Sig space reclaimed in the name of me -courtesy of Tiggy ([email protected]) |
quigibow
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Posted - 2011.07.07 19:21:00 -
[176]
Originally by: Tippia stuff about ships
its a bit longer then a 2 week training for get a capship skill up to V... dread V can take upto 1.5 months... and thats just one skill
if they added several capital ships then that means more 12x and 14x skills
plus there would be capital mod skills on top of that...
you already admit you dont fly anything larger then a BC... so you have no interest in new cap ships... thats fine with me as i also would like to see more non cap ships added aswell...
in the end imo there are areas where there are missing cap ships (ewar tackle covert minning MOM) and there is a definite need for non cap ships aswell including totally new skill trees... (jove anyone?)
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fukier
Handsome Millionaire Playboys
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Posted - 2011.07.07 19:58:00 -
[177]
you ships and skills you say? i like this
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Zakua Corbin
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Posted - 2011.07.07 20:02:00 -
[178]
Originally by: MeBiatch Edited by: MeBiatch on 06/07/2011 19:35:33 Turns out CCP Soundwave wants to add more cap ships and high level skills:
"I think with the lack of new skills, ships etc weÆve partially neglected the veterans. There are probably a lot of players out there who havenÆt had a meaningful training goal for a very long time. IÆd like to put some more skills into the game, and possibly even cap ships. WouldnÆt necessarily have to be better caps as such, just more variety to give people some goals to work towards."
So what new cap ships and skills/mods would you like to see?
personally i would like to see: tech II dread (ewar dread that tackles super caps with capital nuets/ webbers and infinity point)
a real mothership (modular outpost that turns into a moveable ship that anchors and turns into a mini outpost) i would want this ship to be able to traverse threw worm holes (think of a thunker tribe ship)
or how about a deep space exloration capital ships (a science vessel)
or how about a black ops Carrier...
if they do add new capital ships... what would you like to see added?
I like it all!! add a T3 BS for us newb vets haha
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Solomunio Kzenig
Amarr Indicium Technologies Hephaestus Forge Alliance
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Posted - 2011.07.07 20:21:00 -
[179]
1. 'Proper' logistics ship, gets bonuses to ship bay that can carry rigged ships. Based on currrent freighter models but with slots and better agility, downside is greatly reduced 'general' cargo hold.
2. Escort Carriers, smaller carriers that get bonuses to racialy based remote tank reps (Amarr/Gal remote armour, Cal/Minne remote shield) and remote hull reppers. Have smallish Drone bays (250m3 or so) and can carry maybe 5/10 Fighters. Oh and these babies can use ordinary jump gates.
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qwijJibow
Caldari The Unpodable Supermen
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Posted - 2011.07.07 20:51:00 -
[180]
YAY more ships!!!! i want the covert ops BC... i shall call it sneeky deeky... Remember you hell is someone elses heaven... |
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Vincent Gaines
Macabre Votum Morsus Mihi
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Posted - 2011.07.07 21:18:00 -
[181]
If any ship class should be designated as a capship bomber, it should be the destroyer class.
another option is the ability to hunt cloaked ships (historically destroyers were designed to hunt subs).
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qwijJibow
Caldari The Unpodable Supermen
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Posted - 2011.07.07 21:23:00 -
[182]
Originally by: Vincent Gaines If any ship class should be designated as a capship bomber, it should be the destroyer class.
another option is the ability to hunt cloaked ships (historically destroyers were designed to hunt subs).
ok but dont make it easy... have a special scanner for it maybe like old school prob scanning or something... i just dont want to see a gate camp and a pining destroyer that uncloaks my arazu without any effort... want to scan me down in a ss fine... but the cloak is a gate camp killer and should stay that way...
anywho if they do add missle turret graphics it would look silly on a destroyer... thats why it would look cooler on a tier TWO bc like a drake... Remember you hell is someone elses heaven... |
Kaji Xeg
Test Alliance Please Ignore
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Posted - 2011.07.07 21:28:00 -
[183]
Originally by: Liu Ellens So far we can jump stuff. But we can't jump other pilots.
How about a) In a pod, dock up to a "pod-carrier" with up to X others and get jumped while the ships are jumped separately. Extra tension in the field then to get everyone suited up again quickly.
b) Have a jump-bubble. Every (smaller) ship within e.g. 20km, up to a total mass of X, will go with you as you jump - including enemy ships; How about this for new tactics?
Just some ideas from a transporter...
a) Titans and Rorquals can fit a module called a clone vat bay. It works the same as a cloning facility in a station. You set your clone to the ship, the ship jumps to the location you want to go and you either pod jump or clone jump to the ship.
b) Titans and Black Ops battleships have a module called a jump portal generator. This allows any ship with out a jump drive to use the ship like a stargate. The ship using the jump portal must lock on to a cyno that is lit in another solar system. Each ship that passes through the jump portal uses an amount of fuel related to the mass of the ship. The fuel is stored in a fuel bay. Black Ops battleships can only bridge ships fitted with a covert ops cloaking device and can jump to regular cynos and covert cynos.
Both of these are already used in game. But I guess you have never been to low or null sec before.
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Vincent Gaines
Macabre Votum Morsus Mihi
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Posted - 2011.07.07 21:28:00 -
[184]
Edited by: Vincent Gaines on 07/07/2011 21:29:30
Originally by: qwijJibow
Originally by: Vincent Gaines If any ship class should be designated as a capship bomber, it should be the destroyer class.
another option is the ability to hunt cloaked ships (historically destroyers were designed to hunt subs).
ok but dont make it easy... have a special scanner for it maybe like old school prob scanning or something... i just dont want to see a gate camp and a pining destroyer that uncloaks my arazu without any effort... want to scan me down in a ss fine... but the cloak is a gate camp killer and should stay that way...
anywho if they do add missle turret graphics it would look silly on a destroyer... thats why it would look cooler on a tier TWO bc like a drake...
I completely agree... I love flying black ops, love bombers and recons. I posted an idea I had about a year ago but it's been lost. If I remember right it either gave only the general grid, or took an extended time. I can't recall but I agree that it shouldn't be point and click easy.
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Quakar
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Posted - 2011.07.07 21:32:00 -
[185]
Im sure its been mentioned already but me and my old corp mates always wanted another capital mining ship. It'll use capital mining lasers and "Miner fighters". It could go into "Siege mode", greatly increasing its yield but it'll be stuck there so its risky. It'll be the dreadnought of industry.
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Lord Fuxaton
Minmatar Federal Defence Union
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Posted - 2011.07.07 21:46:00 -
[186]
I'd like s cap ship designed specifically for suicide attacks; perhaps it could have a suicide bomb that does 89999 damage. Maybe we could name it after Osama?
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MeBiatch
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Posted - 2011.07.07 22:14:00 -
[187]
Edited by: MeBiatch on 07/07/2011 22:22:38
Originally by: Vincent Gaines Edited by: Vincent Gaines on 07/07/2011 21:29:30
Originally by: qwijJibow
Originally by: Vincent Gaines If any ship class should be designated as a capship bomber, it should be the destroyer class.
another option is the ability to hunt cloaked ships (historically destroyers were designed to hunt subs).
ok but dont make it easy... have a special scanner for it maybe like old school prob scanning or something... i just dont want to see a gate camp and a pining destroyer that uncloaks my arazu without any effort... want to scan me down in a ss fine... but the cloak is a gate camp killer and should stay that way...
anywho if they do add missle turret graphics it would look silly on a destroyer... thats why it would look cooler on a tier TWO bc like a drake...
I completely agree... I love flying black ops, love bombers and recons. I posted an idea I had about a year ago but it's been lost. If I remember right it either gave only the general grid, or took an extended time. I can't recall but I agree that it shouldn't be point and click easy.
awesome... you say it was your thread a year ago? just type your chars name and eve online on google and eve-files will have every post you ever made... i will go look for it now :)
I came up with this idea a while ago but cloaks as per star trek emit tachion which over time should show up on a scanner... now if you want to make this a special destroyer only scanner fine... i like that even better...
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count sporkula
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Posted - 2011.07.07 22:15:00 -
[188]
Edited by: count sporkula on 07/07/2011 22:18:59 Edited for mistakes i know most of you are talking about cap ships and about a "new" capital mining ship like the hulk...
but what i would rather see than that is a t3 mining ship where i can choose how the ship is setup...
....... i want to mine ice or ore or trade off a slot for a gun or whatever so i get the right subsystem
....... i want a better tank so i trade off cargo for better defense with my subsystem.
....... i want a better mining yield so i trade off (insert thing here) for a better yield. ....... i want to be able to use t2 cloaking device so i trade off mining yield for it.
that kind of thing so we can make our mining vessel suit our surroundings a bit better without crashing everything else so badly.
just my thoughts.
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Fix Lag
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Posted - 2011.07.07 23:12:00 -
[189]
:SUPERCAPS ONLINE:
Seriously, it's been two years and CCP hasn't so much as touched an attribute on the damn things. Hurry up and do that before adding new crap to the mix.
Fix Lag! |
qwijJibow
Caldari The Unpodable Supermen
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Posted - 2011.07.07 23:23:00 -
[190]
Originally by: Fix Lag :SUPERCAPS ONLINE:
Seriously, it's been two years and CCP hasn't so much as touched an attribute on the damn things. Hurry up and do that before adding new crap to the mix.
CCP tallest is working on current in game ship balance... They are already nerfing the dramiel and are Boosting logistics ships and fixing the orainos... Next on the list is super carriers nerf then gallente/hybrid boost...
But this thread is not about in game ships its about what ships you would like to be introduced into the game... SO what would you like to see added to the game? Remember you hell is someone elses heaven... |
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Quinc4623
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Posted - 2011.07.07 23:27:00 -
[191]
Mother-Ship. I've thought about the idea of a mobile station before, and thus agree with the idea. One would anchor it to activate station services. Each race would have it's own, with the station services being a downgraded version of that race's outpost. It would use the same upgrades as an outpost, though you get less for the same cost.
When a toon with the Mothership skill and corporation status docks, he can unanchor it and pilot it to activate the modules with layout, stats and bonuses similar to the original mother-ships. You can fully dock with it and it has infinite storage. However when destroyed everything goes. It can move, warp, and cyno jump when piloted and un-anchored, and takes everything inside with it. You can have one anchored alongside an Outpost, allowing for two "outposts" in a system.
Piloting one requires "Motherships" a Rank 14 skill with Capital Ships V and Anchoring V as pre-requisites. The cost (i.e. Materials required) would be similar to buying both a Titan and an Outpost.
Science Ship: Base attributes similar to an Orca. Greatly extended range for tractor beams, salvagers, analyzers, and hacking modules. Eight high slots, eight mid slots, two low. Separate cargo bay, corp hangar and corp ship hangars with capacity being somewhat greater than an Orca. Requires Capital ships skill and Ore Industrial V. The model should be a mix of a Noctis and Mobile Lab with a dash of Rorqual.
It would form the center of a exploration fleet, salvaging and looting wrecks and opening cans or all sorts as it followed fleet members. Fleet members would be able to store a few extra ships on board and supplies. A high slot module similar to siege modules could allow for fitting, but disable movement and all the slots for five minutes. Also it would have an agility similar to a freighter, but 100m/s max speed.
EWAR Tech II Dreadnaught: Has no weapon slots, but it can use Remote ECM burst modules and perhaps a "Disabler" which prevents warping, cyno-jump, Remote ECM burst, Doomesday weapon, movement for any one ship. Cost would be around 10 billion, i.e. double the materials of a Jump Freighter. It's skill requires Dreadnaught Lv III.
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qwijJibow
Caldari The Unpodable Supermen
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Posted - 2011.07.07 23:36:00 -
[192]
Edited by: qwijJibow on 07/07/2011 23:40:43 Crazy doubble post Remember you hell is someone elses heaven... |
qwijJibow
Caldari The Unpodable Supermen
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Posted - 2011.07.07 23:40:00 -
[193]
Remember you hell is someone elses heaven... |
Uglavitch Nefrex
Minmatar Republic Military School
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Posted - 2011.07.07 23:44:00 -
[194]
CCP are too busy with dust and WoD to implement any of these ideas don't waste your time posting considering they have already said the next new ships wont come till 2014 lol.
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Rellik B00n
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Posted - 2011.07.07 23:47:00 -
[195]
Yep, thats what EVE needs, more cap ships.
/facepalm . 2011 Thread of the year award monacle wearers - the chavs of eve |
Razor Edie
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Posted - 2011.07.08 00:08:00 -
[196]
I'd like to propose a line of Q-ships, built around the industrials, and freighters. Essentially combat ships built out of merchant ship hulls, designed to fool enemies which prey on merchant shipping.
In game, this could be acquired via a module that was purchased and permanently modifies the stats of the T1 industrial into a T2 combat ship without changing the hull structure. On the UI, a modified Badger would still read as a Badger, etc.
In designing the stats, I would recommend that the Q-ship modules are limited to smaller-class gun sizes than the hull class would normally allow.
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Victoria Wolfe
Caldari
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Posted - 2011.07.08 00:25:00 -
[197]
Edited by: Victoria Wolfe on 08/07/2011 00:29:56 I personally like the escort carrier idea. A small combat capital ship that can enter high sec. Something slightly larger then a battleship but smaller then a standard carrier that can launch fighters and fighter bombers.
It could dock and use gates but lacks it's own jump drive. Jump clone capable with corp and ship maintenance bays.
Edit:
Also dig the idea of a Q-ship. A freighter or orca like vessel with serious teeth would be cool! ___
"Speak for yourself sir, I intend to live forever" - Commander William Riker |
Snaggle Pu55
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Posted - 2011.07.08 00:51:00 -
[198]
Edited by: Snaggle Pu55 on 08/07/2011 00:53:56 Possibly a Sub Capital Ship that makes use of the "advanced spaceship command" training skill.
If I am correct I believe only Frieghters benifit from this skill while being trained until it reaches level 5 and unlocks capitals.
This makes the skill training rather boring, If it unlocks a subcapital class ship at say level 3 and also directly benifits the ship class with a bonus, this would be much more interesting and rewarding.
As others have said this sub captial could be a sub cap Logistics ship or Damage dealer, These ships would cross skill with say, "Logistics" or "Advanced Weapon Upgrades", intern leading to the carrier with Triaga module and a Dread with a Seige Module.
The ship class would use Large high slots, not capital to keep the cost of loss down, I imagine the hull would cost approx 300ish mill
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Headerman
Minmatar Quovis Shadow of xXDEATHXx
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Posted - 2011.07.08 01:40:00 -
[199]
Originally by: qwijJibow
Yep, i was thinking of something very similar, but i was also thinking of new hulls too, about half the size of a titan? Need space for the extra turrets/launchers
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qwijJibow
Caldari The Unpodable Supermen
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Posted - 2011.07.08 02:13:00 -
[200]
Originally by: Headerman
Originally by: qwijJibow
Yep, i was thinking of something very similar, but i was also thinking of new hulls too, about half the size of a titan? Need space for the extra turrets/launchers
Can some one page novafox yo draw up some picks of these new ships!? Remember you hell is someone elses heaven... |
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Ragequit Beaverslap
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Posted - 2011.07.08 02:45:00 -
[201]
Edited by: Ragequit Beaverslap on 08/07/2011 02:45:59 I don't PvP much and I never run missions or mine. I spend most of my time trading and rarely leave my Crane.
I could care less about caps or supers except for how much isk i can make off of them.
I'd kill for an upgraded version of my Crane though that would warp faster. Not align or reach warp faster, just travel faster. Just something that would get me from one region to another in a shorter amount of time.
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fukier
Handsome Millionaire Playboys
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Posted - 2011.07.08 02:58:00 -
[202]
Originally by: Ragequit Beaverslap Edited by: Ragequit Beaverslap on 08/07/2011 02:45:59 I don't PvP much and I never run missions or mine. I spend most of my time trading and rarely leave my Crane.
I could care less about caps or supers except for how much isk i can make off of them.
I'd kill for an upgraded version of my Crane though that would warp faster. Not align or reach warp faster, just travel faster. Just something that would get me from one region to another in a shorter amount of time.
what you are looking for is the missing "5th set" subsection for tech III... they are supposed to be industrial based...
so yeah... ccp can we get our missing "5th set" subsection for Tech III... i still have the magazine...
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Makar Kravchenko
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Posted - 2011.07.08 02:58:00 -
[203]
Tech II Carrier that acts as a mobile cyno jammer. Works like a siege module, inhibits capitals OR blackops from jumping into a system for a designated period of time.
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Ragequit Beaverslap
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Posted - 2011.07.08 03:19:00 -
[204]
I wasn't aware of that. That'd be great.
*considers starting a whine thread*
Originally by: fukier
Originally by: Ragequit Beaverslap Edited by: Ragequit Beaverslap on 08/07/2011 02:45:59 I don't PvP much and I never run missions or mine. I spend most of my time trading and rarely leave my Crane.
I could care less about caps or supers except for how much isk i can make off of them.
I'd kill for an upgraded version of my Crane though that would warp faster. Not align or reach warp faster, just travel faster. Just something that would get me from one region to another in a shorter amount of time.
what you are looking for is the missing "5th set" subsection for tech III... they are supposed to be industrial based...
so yeah... ccp can we get our missing "5th set" subsection for Tech III... i still have the magazine...
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fukier
Handsome Millionaire Playboys
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Posted - 2011.07.08 03:46:00 -
[205]
this is just an idea but SBU block the signal going to yulai right? and as i understand it local is updated via concord (which is why there is no updated local in wh space) which is based out of yulai... so if no signal is getting to concord why is there updated local when sbu are deployed?
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Mak Gruber
Lone Star Privateers Drop the Hammer
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Posted - 2011.07.08 03:58:00 -
[206]
A gate ship ....... t2 carrier..... has large gate that opens up ...cannot move for duration ....can only send sub caps.
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Gwenywell Shumuku
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Posted - 2011.07.08 05:14:00 -
[207]
Originally by: Mak Gruber A gate ship ....... t2 carrier..... has large gate that opens up ...cannot move for duration ....can only send sub caps.
Yes, we absolutely DONT HAVE THAT ALREADY...
my god ppl, how about playing the game!
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Mak Gruber
Lone Star Privateers Drop the Hammer
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Posted - 2011.07.08 05:22:00 -
[208]
Originally by: Gwenywell Shumuku
Originally by: Mak Gruber A gate ship ....... t2 carrier..... has large gate that opens up ...cannot move for duration ....can only send sub caps.
Yes, we absolutely DONT HAVE THAT ALREADY...
my god ppl, how about playing the game!
Yeah a frikken titan. Dictor....hictor. It would be a poor mans bridge ... limited.
Now, how about you.... stfu
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handige harrie
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Posted - 2011.07.08 05:27:00 -
[209]
I would like a 'Fleet Communication liaison vessel' this capital ship can deploy for 10 minute cycles (with skills shortened to 5 minutes) in which FC's can select which wings of their fleets communication are routed through this vessels communication links.
Every Wing/Squad whatever that has his/her communications routed through the liaison vessel gains +x targets locked (were X is a skill level), a bonus to locking range and speed. But most important they target whatever the FC designates as targets automatically and can assign all kinds of nice to targets, like colours, numbers, letters etc. The ship can also rearrange how the pilots in the fleet see the target. (ie. Primary designated target is always to the right side of were your targets are). The ship can also offer remote ECCM and remote energy transfers. It can't field any weapons, except smartbombs.
or something along these lines.
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Gwenywell Shumuku
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Posted - 2011.07.08 05:41:00 -
[210]
Edited by: Gwenywell Shumuku on 08/07/2011 05:42:12
Originally by: Mak Gruber
Originally by: Gwenywell Shumuku
Originally by: Mak Gruber A gate ship ....... t2 carrier..... has large gate that opens up ...cannot move for duration ....can only send sub caps.
Yes, we absolutely DONT HAVE THAT ALREADY...
my god ppl, how about playing the game!
Yeah a frikken titan. Dictor....hictor. It would be a poor mans bridge ... limited.
Now, how about you.... stfu
You want a "poor mans bridge"? How about getting a Black Ops...you tool.
There is a damn REASON why we don't jump all over the place in EVE, its called "distance matters". Its PART OF THE GAME.
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djenghis jan
Amarr Debiloff
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Posted - 2011.07.08 06:09:00 -
[211]
A capital ship that can neut blobs?
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Attack Beaver
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Posted - 2011.07.08 06:26:00 -
[212]
A Supertitan. It has the same stats as a normal titan, looks like a normal titan and takes the same effort to build but it has one distinct difference.
It fires a one shot weapon that kills EVERYTHING on grid, supercaps, subcaps, POS's EEVVEERRYYTTHHIINNGG !!
The catch is that the supertitan itself explodes when it fires. This would cause people to be wary of fielding supercap blobs but it would also make sure the people using it are REALLY REALLY SURE they want to do it because of the financial penalties involved. It would be a true tactical nuke and a last resort suicide bomber weapon. Cool ?
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Renan Ruivo
Hipernova Vera Cruz Alliance
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Posted - 2011.07.08 06:35:00 -
[213]
I am glad that Soundwave entertains the idea of adding more ships to the game and even happier that he wishes to treat people who have nothing else to train.
I'll go here and say that whatever ship they add, it has GOT to me some sort of role that would at the same time DECREASE the need for large numbers, and DISENCOURAGE from using on large numbers. I am pretty sure that the Super Carrier goal was to make huge fleets of sub-capitals less desirable. But then your fine EVE playerbase just went on and made Super Carrier blobs.
I liked the idea of a ship that damages everything thats on the grid, like a super suicidal titan, but i disagree on making it damage POS'es.
For roles, i am not going to suggest any specific role here. Only going to suggest that you take a closer look at anti-fleet ships.
Know what, forget what i said. I AM going to suggest a specific role. T2 dread that has HUGE tank instead of HUGE (meh) DPS. Plus, it can open bubbles that are 100km in diamater. However,it cannot move with the bubble. This would prevent large fleets of battleships and caps from escaping.
However, do give it an even larger sentry drone bonus. ____________
Originally by: CCP Guard Nobody gets to ruin EVE but us!
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UGWidowmaker
Caldari freelancers inc -Mostly Harmless-
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Posted - 2011.07.08 06:39:00 -
[214]
A new supercapital ship:
dreadnaught but with new roles, each race should have 2 kinds of dreadnaughts, one for pos bashing and one for super capital slaying.
the pos bashing one should be as they are today maybe with a bit more armor/shield if needed at all the super capital killer should be able to fit capital nosferatus and capital energy neuts wich only works on capital ships maybe make em able to scram a supercapital so it cant jump im a bit concerned about that part thou as it might be too much since it can drain energy and we all know that soon enough there will be 100 of em on the field. there firepower however should not be as good as a pos bashing capital and it will have to go into siege to use the nosses and neuts..
one thing for sure is that dreadnaughts needs some loving of some kind. and a new dread pr race wouldent harm at all.
also dear ccp i sugest u make it so that alliances can build 1 vesal wich belong to the entire alliance and only stays in that alliance and only can be moved upon vote from ceo`s AUTO MOVE. it should be a movable station with scentries and stuff now lets see fun **** like that too.. OMFG
I am the widowmaker stay tuned.
{yellow]Signature which is prompting a login has been removed. Navigator[/yellow]
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Chevalleis
The Legendary Conquest
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Posted - 2011.07.08 06:44:00 -
[215]
I want a Hive ship
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Uearel Atram
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Posted - 2011.07.08 06:50:00 -
[216]
How about they fix the existing capitals first?
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Shadowsword
The Scope
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Posted - 2011.07.08 08:28:00 -
[217]
I'd like tier 2 dreds, with basically 20% more HP and one more weapon, for +50% building cost over tier 1. And T2 XL modules to give some serious skill training time.
tier 4 battleships?
A Destroyer overhaul. Their offense is fine, but they are way too fragiles to justify their "player slot" cost in pvp. IMHO, destroyers and assault frigs should have their HP booster to near current cruiser level, and cruisers HP boosted half-way to BC level.
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Uhura Dennkhar
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Posted - 2011.07.08 08:33:00 -
[218]
Edited by: Uhura Dennkhar on 08/07/2011 08:33:19 First I think they have to polish the game (erase some old bug) and re-skin the old ships first! sorry but 1 reskin per year is a little light, and 6 months for turrets skin and one captain quarter... not so much too...
but you have some great ideas that I would love to see IG ! |
Juliette DuBois
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Posted - 2011.07.08 08:40:00 -
[219]
I forgot to add that you need to abolish tier system and balance ships to be "equally" powerful within a category. That will open up more low end options for new players and cheap pvp. This is especially problem in frigates and cruisers, but T1 BC are also slight underpowered compared to tier 2. BS are bit less of a problem, but best ones are still most used (Abaddon, sniping alpha mael and nano shield Pest). Best being ones that work best within current metagame of medium-long range damage projection/mobility and logistics worthy tank. |
pipvac
Sacred Templars RED.OverLord
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Posted - 2011.07.08 08:46:00 -
[220]
Edited by: pipvac on 08/07/2011 08:49:39 Planetary bombardment vessel (PBV).
Capital class ship, capable of scanning specific PI sites within a system, with dedicated weapon turrets for destroying installations. Limited ship to ship capabilities. Would need to rely on support ships for protection.
With a counter...
Planetary defense modules.
Installed planet side in null sec where sov has reached a minimum level. XL type turrets, so very poor tracking and rate of fire, but able to deliver eye watering amount of damage per salvo. Perfect for side swiping a lumbering cap ship in orbit, but very poor at targetting sub-caps. Each planet could have a limit number of defensive slots, which would require co-operation on the part of those who share sovereignty to get the best from it.
Potential for future link with DUST... send in a ground assault to disable defenses for example.
Just a thought.
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Sergio Ling
Stimulus
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Posted - 2011.07.08 08:54:00 -
[221]
capital bomber. think a space mangonel |
Vain Eldritch
Caldari State War Academy
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Posted - 2011.07.08 08:55:00 -
[222]
I'd say anything that reverts wars back to a brawling push and shove and away from 2-3 week supercap Benny Hill.
I like the idea of anything anti-supercap so people need to think very carefully before deploying. A more defined role for them would be nice too.
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Flibertygibbet
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Posted - 2011.07.08 09:36:00 -
[223]
Edited by: Flibertygibbet on 08/07/2011 09:48:49 Someone already suggested this: a Point Defence carrier: Designed to kill drones, fighters and fighterbombers.
I imagine it would have a flak envelope of small guns with the ability to track really fast (but small AOE), for defence - as opposed to massive tank, and an offense of I dunno ELECTROGUNS, that stun drones and stuff leaving them intact but inoperative unless scooped and redeployed. Missiles would explode obviously. This would also be area of effect, so affecting friendlies too.
The attack profile would be to dive headlong into the enemy fleet, protected by flack envelope while zapping the **** out of their drones.
In order to survive enemy gunfire as opposed to dronefire, it would need to be protected by fleet reps. This would be an effective tool against supercarriers, while being balanced as it doesnt do much against ordinary ships (its tiny flack weapons go through shields and only damage their armor maybe, leaving shields intact but slowly eroding armor and hull)
So youd need to train the ship, and the defensive and offensive weapons types as both are new.
It also opens up the possibility of Flak countermeasures.
iF AOE weps are too laggy, it could have very fast locktimes and ability to target 20 targets so as to grab a bunch of drones very quickly and start hammering them. |
Garresh
Minmatar Hole Patrol Tear Extraction And Reclamation Service
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Posted - 2011.07.08 09:40:00 -
[224]
Honestly, I just want to see 2 T2 versions of the Orca, with about 3-4x the hangar space, so it can fit about 2 battleships with a little room to spare, with either some built in warp core stablization(2-4points), or the ability to fit covert ops cloaks and with black ops jump drive capabilities(possibly quite overpowered, but hear my justification). The idea behind this is to take the idea of the t2 industrial variants and apply the same mindset to the Orca. Basically tons of orcas these days work as just mobile refitting bays and hangars for people. A LOT of players have orca alts. And while the orca is certainly good for that, it seems a bit odd when the orca is designed as a mining support vessel and is largely used as a mobile hangar. Seeing t2 versions focused on these aspects would fulfill 2 roles:
The first is a small scale military support vehicle. It would have a much larger ship hangar, but no corporate hangar array, and significantly reduced cargo space. The purpose of this vehicle would be to embrace the military aspects of the orca, serving as a mobile refit and repair station, and allowing small scale PvP groups to re-fit as needed. Because it would potentially be going into dangerous areas, it should have fairly powerful warp core stablization and either a very strong buffer tank or the ability to repair itself at a decent rate. I also propose implementing a new remote repair module, which would repair both structure and hull of a ship within 5km. The module would repair by a percent of the ship's max health, up to a certain finite limit based on ship class, and would take up a turret hardpoint(the ship only has one). The percentage would be something like .6-1% of max health, with a hard cap to prevent abuse on capitals. This module would fulfill the role of allowing nearby ships to repair while they refit, without having to go and switch out modules. Alternatively, it could heal by a larger amount up to 2.5% per second, but drain capacitor at absurdly high levels, making it impossible to sustain, and MUCH less efficient than existing RR modules(by a factor of 5-10). Again, the purpose is to quickly repair, while being completely unusable in combat scenarios. Ideally, this ship should have higher skill prerequisites than an orca(perhaps mixing orca and carrier requirements), but in order to see use as a mobile platform for fleets it would need to either be low in cost, or fairly quick to align. Otherwise, it would have too much risk to be of any use.
The other one would expand on the idea of the black ops. The focus would be a covert refitting ship. Again, massive penalties to cargo capacity. I think hangar space should stay the same or be only slightly larger. It would have a refitting bay, but no RR capabilities. It would have a jump drive, but one that would be focused on travelling to covert cynos. It would also have fairly quick align times and be rather maneuverable, with overall agility much closer to a battleship than a cap ship. I rather like the idea of this ship being able to refit other ships while cloaked, but only if they are also cloaked, and only using a covert ops cloaking device. Boarding and storing ships could, again, be done without disrupting the cloaking field. Perhaps for convenience sake the cloaking module on this ship would auto-cloak any ship within 10km capable of fitting a covert ops cloak. Either way, a mobile refitting tool and hangar, but only for covert ops capable ships. It would be extremely squishy, and would have limitations on it's capabilities to prevent it from interacting with ships that aren't covops fit, or at least would downgrade it's features to the same level as an orca for non-covops ships.
Neither of these ships would possess fleet boosting capabilities or corporate hangar arrays. They're mobile ship hangars, not haulers, and the same limitations would apply as those of the orca's ship hangar, to prevent abuse of hauling. |
Hirana Yoshida
Behavioral Affront
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Posted - 2011.07.08 09:55:00 -
[225]
Goddess forbid that we old rats should have nothing to train .. oh, the horror!
He is obviously a functional moron if he honestly thinks that design decisions should be based on that premise, contrary to what the self-same rats are calling for: Meaningful Pew.
Hell, if there was real choice, fun and challenge guaranteed to be had in the sub-cap classes then I'd bet the rats will gladly stop training industrial skills (all that's left by now :() and start a brand new character on same account for the fun.
Balance what is broken, redo sovereignty (properly this time!) and iterations in general. Give the rats some cheese dammit! |
Tammarr
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Posted - 2011.07.08 10:02:00 -
[226]
once time dilation gets here and we can fight not stutter; sc will be balanced the moment this hits, by 6-12 pilots in a total shipworth of about ~3-400m
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Abavus Durden
Caldari Pukin' Dogs D0GMA
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Posted - 2011.07.08 10:05:00 -
[227]
I want the t2 version of the tier2 Battlecruisers (Drake, Harb, Myrm, Hurricane).
If you want a capship flavor, give them the Stealth Bomber "glass cannon" treatment and let them use Citadel Torps and/or XL turrets.
And for that matter, I want the tech2 version of the tier3 Battleships too (Rokh, Abad, Hyp, Mael) |
Tippia
Caldari Sunshine and Lollipops
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Posted - 2011.07.08 10:31:00 -
[228]
Originally by: Abavus Durden I want the t2 version of the tier2 Battlecruisers (Drake, Harb, Myrm, Hurricane).
MMmmmmà
Roden Myrmidon Please visit your user settings to re-enable images. |
Anthem Hollas
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Posted - 2011.07.08 11:20:00 -
[229]
I would like to see a forward command ship. Basically, a destroyer that works along similar principles to a command ship including the siege warfare link. Maybe make them so that they really shine running in frigate fleets.
Also, siege frigates or siege destroyers could be fun. Frigs that can mount a large laser, or a destroyer that could mount an extra-large laser. |
Hydraka
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Posted - 2011.07.08 11:23:00 -
[230]
Jovian Motherships. Nuff said. |
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Dixie Norrmous
Empirius Enigmus Navy C0NVICTED
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Posted - 2011.07.08 11:27:00 -
[231]
T3 Destroyers, give ppl more of a reason to train Destroyers 5
and a T3 cov-ops bubbler would be awesome....
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Susiqueta Muir
Disturbed Blood Astrometrics
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Posted - 2011.07.08 11:58:00 -
[232]
I did suggest the "Corvette" class (Between BS and Dread) and only picked the name due to needing to find something Naval that hasn't been used yet.. :)
So far, I think the winning idea is the Escort Carrier (I love this idea and would buy one the second any were available on the market :) )as it's the kind of thing I would fly for PVE and PVP purposes. Essentially a paired down carrier squeezed into an Orca sized frame, strip it of jump capabilities as most of the ship will be the hangar and fighter/fighter-bomber control systems, give it a few bonuses akin to carriers (though not as good) and maybe find a use for adv. spaceship command skill while your at it...
Someone commented on the use of existing skills, i.e. where we have the Advanced spaceship command skill which is only applied to freighters for bonuses and as a stepping stone/prerequisite for cap ship skills. We do need to find more uses for that skill and also any others wich seem like needless stepping stone skills before adding further skills into the mix.
The main points should be to try and identify specific niche areas which are not "Press button - Win EVE" categories and can be used in a range of ways without making things too easy or hard for the players. Also, thinking about where we have as players developed fittings for ships which have then one on to make new classes. I.e. 4x Salvager + 4 X tractor fitted Destroyers which lead to the Noctis.
Then it's a case of looking at clear functionality gaps or areas which fit within the backstory where areas of development would logically be made in.
I.e. All the Sansha incursions would lead to research into wormhole stability and following on from that, wormhole creation tech. Also, with WH space being opened up, then the concept of science/exploration vessels is viable, with this being an upscaling of aspects of Covert ops and general exploration tech, i.e. probe launching herons etc...
resource mining and science/industry are two areas which do need some love and why would they not get cap. sized vessels? Yes we have the rorq and the Orca but I do feel there is scope for improvements here as well.
Dreadnaughts just seem to be POS smashers right now which is a very limited use for an expensive and high skill requirement ship. From a combat perspective, the only thing I can think of (Which has been previously mentioned) is the area affect interdiction ship. This would be a scaled up HIC to all intents and purposes but capable of Generating a much larger Interdiction field (POS shield size?) and also be able to use targetted interdiction against All capital ships (though overlap here with the HIC, so maybe launch multiple targetted Interdictions).
Cap ships need tech II before Tech III, and the only ones we have so far are the Jump frieghters.
TL;DR - Escort carriers FTW.. :)
SM.
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Aralello
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Posted - 2011.07.08 12:05:00 -
[233]
CONCORD epic arc with a concord capital ship skillbook at the end and blueprint for crafting on a second?
haha |
Primera Black
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Posted - 2011.07.08 12:13:00 -
[234]
make the black ops anti captial option. for example with a shipbonus like "invulnability to all drones". or give me a more useful dread. and something dockable for gods sake. |
Flynn Fetladral
Caldari BlackSite Prophecy
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Posted - 2011.07.08 12:15:00 -
[235]
Edited by: Flynn Fetladral on 08/07/2011 12:16:14
I love the idea of a point defence dreadnaught or carrier (maybe something like a Battlestar from BSG) with flak cannons and it's own anti capital drones designed to basically kill fighters and fighter-bombers taking over the roll of smart bombing battleships for cap fleets and give a use to defender missiles too? I don't like the idea of a massive capital bubble, it would screw over sub-cap movement and turn it into a shooting gallery for caps. I do like the idea of a capital scram which stops a Super Capital from being able to log off and disappear after the timer, it would make losing supers easier to smaller engagements when they normally can still tank out the timer with a logoffski. That would force Super Carrier pilots to need more support from sub-caps over the current solo-pawn-mobile situation.
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Cpt Greagor
Caldari Liquid Relief
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Posted - 2011.07.08 12:19:00 -
[236]
Everyone seems to be going big here, granted, I do very much like the idea of a small scale carrier, I'd also like to see a ship that would be either shuttle/frigate sized with a very small cargo, maybe 20m3, no fighting capabilities, no tank, but VERY fast. It'd be used for going many jumps, very fast, but much faster than a shuttle or interceptor. Give it a very fast align time, so only the best tacklers could catch it at a gate camp. Around 25 au/s (at this speed we would be nearing the sound barrier so you may want earplugs) so even the longest jumps are only a few seconds, and a standard speed of 600 m/s which would obviously scale with navigation skills. No fitting/rig slots. This would basically be a fancy expensive shuttle to transport BPs/Implants in, or just to get places very fast. Have the skill for the ship (possibly racial frigates skill) increase ship agility by 5% per level.
tl;dr - t2 shuttles |
Flynn Fetladral
Caldari BlackSite Prophecy
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Posted - 2011.07.08 12:20:00 -
[237]
Originally by: Cpt Greagor Everyone seems to be going big here, granted, I do very much like the idea of a small scale carrier, I'd also like to see a ship that would be either shuttle/frigate sized with a very small cargo, maybe 20m3, no fighting capabilities, no tank, but VERY fast. It'd be used for going many jumps, very fast, but much faster than a shuttle or interceptor. Give it a very fast align time, so only the best tacklers could catch it at a gate camp. Around 25 au/s (at this speed we would be nearing the sound barrier so you may want earplugs) so even the longest jumps are only a few seconds, and a standard speed of 600 m/s which would obviously scale with navigation skills. No fitting/rig slots. This would basically be a fancy expensive shuttle to transport BPs/Implants in, or just to get places very fast. Have the skill for the ship (possibly racial frigates skill) increase ship agility by 5% per level.
tl;dr - t2 shuttles
Everyone is going big, because the thread is about 'Capital ships'. Just saying. |
Zagdul
Gallente Shadowed Command Fatal Ascension
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Posted - 2011.07.08 12:29:00 -
[238]
Originally by: Itania Meldoria
Originally by: Planktal Just this
Escort Carrier
carries 5 fighters, no jump engines/uses gates, can enter highsec...
I support this.
I also, but Dreads/Carriers need a buff to withstand a little pvp against supers/titans and allow for some actual (super) capital combat.
I would just like to see a way for capital combat to take place and the counter to not just be more to win, rather, different varying tactics available to counter each other. In a similar manner to how sub caps work.
A BS is afraid of a lone rifter.
A titan should be afraid of a lone BS.
It should be suicide to bring in a super fleet without a conventional support fleet. |
Darkside007
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Posted - 2011.07.08 12:30:00 -
[239]
How about a BS-class bomber that doesn't cloak, just fires bombs at the enemy location? (Like a modern heavy bomber)
Or a frigate/cruiser bomber class that actually drops the bombs behind it? (Like the Bomber in Star Trek: DAC)
Or a cruiser-class ship that can fit a module that disrupts cloaks? |
Cpt Greagor
Caldari Liquid Relief
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Posted - 2011.07.08 12:57:00 -
[240]
Originally by: Flynn Fetladral Everyone is going big, because the thread is about 'Capital ships'. Just saying.
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Xerxes Ceasar
Lone Gunmen
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Posted - 2011.07.08 13:49:00 -
[241]
I have said it before and I say it again: A ship for gas harvesting would be an interesting addition for some of us. Aeolus Gas Harvestor |
GekoIQ
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Posted - 2011.07.08 14:08:00 -
[242]
I really like the "escort carrier" or "light carrier" Idea. More EHP than BS, similar DPS, logi bonus and much more expensive. Cheaper than normal carrier by maybe 25%, closer to BS in speed.
I say give it roughly half the EHP, smaller drone bay, able to field a full flight of 10 Fighters still (lets face it, carriers aren't exactly DPS ships to begin with) or possibly 5-8 with a good damage bonus, key point being around ~1k-1.5k dps (fighters are destroy-able dps, any smart FC will target fighters first) Having decent DPS gives them a purpose, otherwise just chain up a few guardians....
Alternatively (maybe?) able to field 5/6 fighter-bombers, small gang of them would be a potent anti-SC weapon and far more mobile.
Logi bonuses in line with the standard t2 logi ships (not as powerful as standard carrier, but still useful) Can use jump drive and can also use gates. |
fukier
Handsome Millionaire Playboys
|
Posted - 2011.07.08 14:42:00 -
[243]
Originally by: Tippia
Originally by: Abavus Durden I want the t2 version of the tier2 Battlecruisers (Drake, Harb, Myrm, Hurricane).
MMmmmmà
Roden Myrmidon Please visit your user settings to re-enable images.
I love the look of the ship... just make that 4 citadel torp launchers with heavy bomb launcher and a covert op cloak and we are game |
mama guru
Gallente Thundercats B O R G
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Posted - 2011.07.08 14:53:00 -
[244]
Edited by: mama guru on 08/07/2011 14:57:04 Here's something i'd like to see
Name: Ambiguous sumerian pantheon member Hull: Thanatos Role: Mobile Logistics Platform
Skill requirements: Mobile Logistics Platform I Capital Ships V Gallente Carrier V Rest of carrier skilltree
Role Bonus: 99% reduced cpu need for covert ops cloaking devices. 99% reduced cpu need for warfare link modules 200% bonus to fighter control range Can fit Jump portal array functions as a jump beacon (some type of permanent cynosural field effect)
Gallente carrier skill bonus: 50% bonus range to capital armor and shield transfer per level 5% reduced capacitor need on remote armor and shield transfer modules per level (can only field 5 drones/fighters)
Mobile Logistics Platform skill bonus: 10% bonus to jump drive range per level 50% bonus to ship maintenance and corporate hangar array capacity per level
Basically it can function as a proxy stargate and it has the ability to store massive amounts of smaller ships and ammo to help resupply a gang when needed but it has fairly weak combat ability and as such is best used as a logistics platform. Build cost is around 3b
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Glyken Touchon
Gallente Independent Alchemists
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Posted - 2011.07.08 14:58:00 -
[245]
Originally by: CCP Soundwave I think EVE is ready for another ship expansion. I canÆt tell you exactly when that will be, but we are definitely in a place where itÆs a relevant suggestion. I think the key for this is doing something entirely new. They have to have some functionality/gameplay apart from scaling tank/damage.
This would also apply to the capships. I would love to see lots more ships of all sizes, including capitals as long as there is a role for them.
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quigibow
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Posted - 2011.07.08 15:39:00 -
[246]
Originally by: mama guru Edited by: mama guru on 08/07/2011 15:03:32 Edited by: mama guru on 08/07/2011 14:57:04 Here's something i'd like to see
Name: Ambiguous sumerian pantheon member Hull: Thanatos Role: Covert Logistics Platform Developer: Federal Intelligence Office
Skill requirements: Covert Logistics Platform I Capital Ships V Gallente Carrier V Rest of carrier skilltree
Role Bonus: 99% reduced cpu need for covert ops cloaking devices. 99% reduced cpu need for warfare link modules 200% bonus to fighter control range Can fit Jump portal array functions as a jump beacon (some type of permanent cynosural field effect)
Gallente carrier skill bonus: 50% bonus range to capital armor and shield transfer per level 5% reduced capacitor need on remote armor and shield transfer modules per level (can only field 5 drones/fighters)
Covert Logistics Platform skill bonus: 10% bonus to jump drive range per level 50% bonus to ship maintenance and corporate hangar array capacity per level
Basically it can function as a proxy stargate and it has the ability to store massive amounts of smaller ships and ammo to help resupply a gang when needed but it has fairly weak combat ability and as such is best used as a logistics platform. Build cost is around 3b
lmao i love the name of that ship |
WeeZeLL
|
Posted - 2011.07.08 19:50:00 -
[247]
Tech II dread for me!
oh and the science vessel that just sounds cool... |
Yarrrrrhh
|
Posted - 2011.07.08 20:17:00 -
[248]
Originally by: Attack Beaver A Supertitan. It has the same stats as a normal titan, looks like a normal titan and takes the same effort to build but it has one distinct difference.
It fires a one shot weapon that kills EVERYTHING on grid, supercaps, subcaps, POS's EEVVEERRYYTTHHIINNGG !!
The catch is that the supertitan itself explodes when it fires. This would cause people to be wary of fielding supercap blobs but it would also make sure the people using it are REALLY REALLY SURE they want to do it because of the financial penalties involved. It would be a true tactical nuke and a last resort suicide bomber weapon. Cool ?
Nice. |
MeBiatch
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Posted - 2011.07.08 20:19:00 -
[249]
Edited by: MeBiatch on 08/07/2011 20:20:09 ok looks like this thread is pretty much dead... hope CCP soundwave read it all and got some good ideas as to what the community of Eve players are looking for
edit: or does anyone else have any cool suggestions as to what ships they would like to see added to the game |
Alayla Nightfall
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Posted - 2011.07.08 20:22:00 -
[250]
Sounds like a great idea. I want to see anit caps as well. Eve is now at an age of super cap blobs which need to be countered period. They are being flown around with too much carelessness. |
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jason hill
Caldari Clan Shadow Wolf Fatal Ascension
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Posted - 2011.07.08 20:26:00 -
[251]
OMG they actually listened to what I said at the fanfest and are going to implement this ! ....i`m a VERY HAPPY FKN BUNNEY ! |
Spookyjay
Caldari Caldari Provisions
|
Posted - 2011.07.08 20:55:00 -
[252]
Edited by: Spookyjay on 08/07/2011 20:59:57 Angel carrier please. I want a sleek sexy machariel like carrier.
more to the point pirate capitals in general and with them pirate capital spawns. in belts and against your pos. In belts they could be sleeper ai officers with say a carrier and 8 batttle ships. some cruisers and frigs.
And they have centus versions that go after players pos in their space. the bigger the pos the more likely they are to attack it having the pos in a corp with + pirate standings of 7.0 negates this.
1 run bpc come from agents for 2mill lp and have a chance of dropping from the 10/10 plex in place of the faction bs. Also chance from dropping in the belt spawn. |
islador
Gallente Frontier Explorer's League
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Posted - 2011.07.08 21:28:00 -
[253]
I've been playing for 5 years now, I can fly just about everything under the sun, including capitals. Capitals as they are, need work, but adding bigger badder versions of what already exists doesn't help anyone, they just become the new standard, case and points, SCs and Titans.
Any new capital needs to be something unique. Any new capital needs to be expensive. Any new capital needs to have a limiting factor tied DIRECTLY to player count, or directly to a drop rate.
To expand on that last bit, Estamel's Invuln is arguably the best item in the game, there are VERY VERY few of them because the drop rate is absurdly small, so CCP could concievably limit the number of new capitals in the game by tying either construction, or use to a drop rate, be it a sleeper drop, pirate drop, etc, it doesn't matter as long as it's rare.
As far as unique ships go, they need to be gang or alliance support in some way. A new dread that blows **** up makes the old dread useless. But a new cap that sieges and projects a 200km bubble from hell is VERY unique, and fills a very specific, very vital role in large scale engagements. It doesn't compete with hictors or dictors because it cannot move, and it's range is so extreme its bordering on suicide for the fleet deploying it.
Another option is the long sought after mobile station, something that takes a capsuleer crew, a gunnery sergeant thats trained to use the 8 capital guns, a station engineer that has to be present for the market, refinery, labs, clone bays and offices to be turned on or off, a pilot to jump/warp/fly the station, a repair chief to handle the remote repair arrays and turn on/off the repair bays in the docks, a shield or armor engineer to run the tank and ensure she doesn't get blown up, and a captain, to use the gang link towers projecting off the top. By requiring these 6 different pilots to fully utilize the vessel, you limit how many can be fielded at anyone point. To be combat effective you only need 5, and with a single pilot jumping from "Seat" to "Seat" it's just a really ****ing expensive dread, carrier, etc. Make this station anchorable and with a POS style reinforce timer, so you can leave it somewhere, make it large enough to be warpable like an outpost, and make it require another maintenance array to be refitted, so that you can't refit randomly. Require it use absurd amounts of fuel to jump, no fuel to operate but stront to reinforce, and limit it to 0.0 only.
The point I'm trying to make is that new capitals need to be new, not just bigger and badder. The training time needs to be proportional to what they bring to the table, and they need to be limited in some way. ISK is not a limitation, ISK does not require trust, or companionship to flow, making a ship that is jointly piloted, or requires some rare item to be built/flown, is a hard limit. Each hard limit has different pros and cons, and should be used for different types of ships, but above all else, these new ships need to be gang/organization focused, not individually focused.
Give us bitter vets something to look forward to CCP. Give us something new and exciting, that really pushes the group play and puts our seniority to use. Give us the tools to play and build in the sandbox to our heart's content, but don't give us something where strategy and coordination are useless. |
LoyalOne
|
Posted - 2011.07.08 23:39:00 -
[254]
Originally by: islador I've been playing for 5 years now, I can fly just about everything under the sun, including capitals. Capitals as they are, need work, but adding bigger badder versions of what already exists doesn't help anyone, they just become the new standard, case and points, SCs and Titans.
Any new capital needs to be something unique. Any new capital needs to be expensive. Any new capital needs to have a limiting factor tied DIRECTLY to player count, or directly to a drop rate.
To expand on that last bit, Estamel's Invuln is arguably the best item in the game, there are VERY VERY few of them because the drop rate is absurdly small, so CCP could concievably limit the number of new capitals in the game by tying either construction, or use to a drop rate, be it a sleeper drop, pirate drop, etc, it doesn't matter as long as it's rare.
As far as unique ships go, they need to be gang or alliance support in some way. A new dread that blows **** up makes the old dread useless. But a new cap that sieges and projects a 200km bubble from hell is VERY unique, and fills a very specific, very vital role in large scale engagements. It doesn't compete with hictors or dictors because it cannot move, and it's range is so extreme its bordering on suicide for the fleet deploying it.
Another option is the long sought after mobile station, something that takes a capsuleer crew, a gunnery sergeant thats trained to use the 8 capital guns, a station engineer that has to be present for the market, refinery, labs, clone bays and offices to be turned on or off, a pilot to jump/warp/fly the station, a repair chief to handle the remote repair arrays and turn on/off the repair bays in the docks, a shield or armor engineer to run the tank and ensure she doesn't get blown up, and a captain, to use the gang link towers projecting off the top. By requiring these 6 different pilots to fully utilize the vessel, you limit how many can be fielded at anyone point. To be combat effective you only need 5, and with a single pilot jumping from "Seat" to "Seat" it's just a really ****ing expensive dread, carrier, etc. Make this station anchorable and with a POS style reinforce timer, so you can leave it somewhere, make it large enough to be warpable like an outpost, and make it require another maintenance array to be refitted, so that you can't refit randomly. Require it use absurd amounts of fuel to jump, no fuel to operate but stront to reinforce, and limit it to 0.0 only.
The point I'm trying to make is that new capitals need to be new, not just bigger and badder. The training time needs to be proportional to what they bring to the table, and they need to be limited in some way. ISK is not a limitation, ISK does not require trust, or companionship to flow, making a ship that is jointly piloted, or requires some rare item to be built/flown, is a hard limit. Each hard limit has different pros and cons, and should be used for different types of ships, but above all else, these new ships need to be gang/organization focused, not individually focused.
Give us bitter vets something to look forward to CCP. Give us something new and exciting, that really pushes the group play and puts our seniority to use. Give us the tools to play and build in the sandbox to our heart's content, but don't give us something where strategy and coordination are useless.
this. |
Fon Win
Win Tech
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Posted - 2011.07.11 00:23:00 -
[255]
A Dread Mothership, Doesn't have high slots has 8 shipmounts where you can fit Battleships. All battle ships get 50% bonus to out going damage +15%per level of "Dread mothership training. the 8 battleships are controlled by their own pilots. individual ships can't be targetted till dread mothership is destroyed.
On destruction all mounted ships are free to continue fighting but take 75% shield/armor/hull damage (reduced by 10% per level training). Also ships can't warp for 5 minutes.
click |
Karthwritte
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Posted - 2011.07.11 05:11:00 -
[256]
What about a cap that makes a shield like a POS for a small time consuming freaking high fuel? Instead of making stuff be easier to be destroyed, it helps people recharge shields and repair armor strategicaly. Just kill me for giving that idea. -------------------------------------------------
Bio: [b]Karthwritte was Casual EVE Player. Now its a phoney who talks about the plot of the game industry to take our whole money ins |
Pure Tabasco
|
Posted - 2011.07.11 05:16:00 -
[257]
Originally by: MeBiatch Edited by: MeBiatch on 08/07/2011 20:20:09 ok looks like this thread is pretty much dead... hope CCP soundwave read it all and got some good ideas as to what the community of Eve players are looking for
edit: or does anyone else have any cool suggestions as to what ships they would like to see added to the game
Would be awesome if Soundwave becomes from #1 anti-trusted dev to #1 loved-rescurer-fixer dev. Would be awesome. -- -- -- -- -- -- -- -- -- -- -- -- --
Until CCP fixes the game and give spaceships the LOVE they need. |
Estephania
Independent Political Analysts
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Posted - 2011.07.11 05:30:00 -
[258]
CCP should concentrate on fixing existing caps first. Right now it's like - if you can't fly a supercarrier, you are irrelevant.
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Mina Sebiestar
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Posted - 2011.07.11 05:32:00 -
[259]
Corvettes area anti ecm and drones/fighter/bomber cleaners by carpet bombing(lowish dmg big radius) area of space.
size frigs>corvettes>destroyers and so on.
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Lilliana Stelles
Caldari Nagrom Security Syndicate
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Posted - 2011.07.11 05:41:00 -
[260]
I'm sure someone has said this by now, but something larger than a battleship that can use a cyno-jammer as a module.
If we have ships with jump portal and clone bays on them, I don't see why it shouldn't be possible.
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Toovhon
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Posted - 2011.07.11 05:57:00 -
[261]
I'd like a mining barge capital ship that gankers would fear. The Hulk never lived up to it's promise for low and null sec. -- Frog blast the vent core! |
Headerman
Minmatar Quovis Shadow of xXDEATHXx
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Posted - 2011.07.11 07:18:00 -
[262]
I have 2 more ideas i think would be very handy.
Water Truck: A variant of the T2 freighters, jump capable, can only carry various isotopes, stront, heavy water and ownzone accessible from the 'Corp Hangar'. Bit faster and adgile than the standard JF.
Outpost upgrades: Ability to add x amount of POS modules to the station to aid its defence. Modules like small, medium or large guns and ECM modules only (no cyno gen/jammer etc).
Shout out for my other idea of a jump capable corvette (T2 corvette (new ship?)) to act as a courier ship, small cargo bay, big jump range to move small items around. Also, T2 dreads: 5-6 turrets, 100% damage bonus, more EHP, new hull. Basically, a bigger version of the dread but weaker than SCs.
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Vaako Horizon
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Posted - 2011.07.11 07:28:00 -
[263]
Hmm, this is a nice thread :D
I'd like to see a larger drone carrier ( battleship sized ), like 10-15 drones but cant use fighters/bombers and no offensive turrets. Possible with some EWAR?
DRONES FTW, and they need some love ( as do we drone lovers :D )
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Morgana Invictus
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Posted - 2011.07.11 07:41:00 -
[264]
Escort carriers or some form of industrial capital that isn't a glorified command ship.
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Ciar Meara
Amarr Virtus Vindice
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Posted - 2011.07.11 08:32:00 -
[265]
Edited by: Ciar Meara on 11/07/2011 08:33:37 A gas harvester is one of the ships that is the easiest to create and a much needed addition to the industry branch. It can also help in getting more resources to the market if tech III ships get expanded.
More and better tech III would be very nice to see and since some of the groundwork on this allready has been done it would be easier then brining about a new class of ships (it would gives veterans something to train for, or newer players something to specialise in). Notably tech III frigates.
A true "destroyer" class that can "ping out" cloaked ships is another usefull addition but this could be done with the T2 destroyer and a "ping" module like a smartbomb (different ranges based on skills and meta level)
The moveable outpost could be a fun addition, but it should be weaker then an outpost and be deployable only through a gate like covert-ops bomber like way. No personal jump drives. (making it deployable will mean these things can get stolen with the correct rights so that will add more drama = good, paranoia = good)
A "monitor" class ships appeals to me as well, something clunky with overpowered guns and bad manouvarability but "easily" gotten into. The poor mans anti-cap fleets when used in large enough numbers.
New and high tech (tech III) modules should also be released. These could offset the basic tech I techs of the dreadnoughts to make subcaps more usefull against caps. Especially added with tech III ammo etc.
- Hilmar getur ekki tala= vi= ¦ig n·na, hann er a= fara ß japanska Tfskuverslun.
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Shadowsword
The Scope
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Posted - 2011.07.11 08:38:00 -
[266]
There is a huge gap between battleships and capitals, and to a lesser extent between caps and supercaps.
So, escort carriers, 750m building cost, can carry 10 fighters or fighter-bombers (to give them some anti-capital role) and deploy 5 of them, some logistic and/or command ship role. Ability to fit some sort of cloaking disruptor. Can use jump gates, but not activation gates.
Superbattleships, also 750m building cost, basically 15k shield/armor/structure BS with role bonuses: 20% more range, 25% damage and 30% more active tanking ability. Ability to fit a mobile limited-range cyno jammer if they cripple their offense for it. Can use jump gates, but not activation gates.
Those classes would stimulate the mineral market quite nicely, too, if their mineral cost ratios are pushed a bit on the high-end. ------------------------------------------
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RedClaws
Amarr Macabre Votum Morsus Mihi
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Posted - 2011.07.11 09:09:00 -
[267]
Personally I'd like to see more sniping action and a way to prevent a quick scan to land on top of your fleet.
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Aloe Cloveris
The Greater Goon
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Posted - 2011.07.11 10:42:00 -
[268]
I'm sure this idea has been brought up plenty of times but ...
If not a capital ship, a tankless cruiser-sized bomber that launches 12km explosion radius torps.
Can't do **** for damage against battleships and under. Not particularly effective vs. capitals. In groups of 20 and upwards, though, absolutely wrecks ships of the ~12km sig radius variety.
SCs would actually need support fleets to fend them off.
Or CCP could just fix SCs and Dreads before introducing new hulls to the game. There's always that. |
Zey Nadar
Gallente Unknown Soldiers B O R G
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Posted - 2011.07.11 11:05:00 -
[269]
Edited by: Zey Nadar on 11/07/2011 11:05:39
Originally by: Hague Starcatcher Interdiction Dreads create a warp bubble 1 AU wide, all ships warping through this zone get pulled to the iterdiction ship.
Signal Disruption Dreads blocks local when in siege mode.
I was about to suggest capital version of the heavy interdictor that would bubble the entire grid (warp-ins wouldnt end up on the edge though), nice to see Im not the only one who thought that. :D
Module that blocks local would be awesome :D Too bad it would be little use on a capital though. If youre the defender, you dont want the local blocked. If youre attacker, hanging a capital in space for long periods of time is questionable. Maybe a BS size ship that needs fuel to use the module.
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Amaron Ghant
Caldari Black Thorne Corporation Black Thorne Alliance
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Posted - 2011.07.11 11:25:00 -
[270]
Originally by: Yarrrrrhh
Originally by: Amaron Ghant Edited by: Amaron Ghant on 07/07/2011 07:54:05 A Fleet repair ship.
Able to repair ships and cap ships in space using strontium clathrates and ice products
Deployable in High Sec , Low Sec or 0.0
Only able to fit one or two BS sized weapons (due to all the ships electronics systems being reserved for the tractor/repair systems)
Can fit a cloak, but can't repair cloaked
Possibly a manufacturing slot for producing ammo from onboard minerals.
Ship storage space for at least 2 battleship class hulls
Jump engines of course with the same range as a JF (and like a JF it can only jump from Highsec, not into highsec)
It would need to cost more to repair in space than it would cost at a station, but thats just a matter of tweaking.
What a terrible idea.
And your reasoning? I would sup with the devil and forget to use a long spoon if it led to me spitting on the grave of nationalism.
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Dr Caymus
Gallente Applied Technologies Inc Agents of Fortune
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Posted - 2011.07.11 11:54:00 -
[271]
Imagine a fleet of 10 Charons, each loaded with Tritanium, gracefully passing through space under the control of a single pilot!
I'd like to see a ship called the Tugboat that would enable you to undock and control multiple freighters at the same time. A couple of skills, Tugboat Command and Advanced Tugboat Command, would enable the Tugboat pilot to control one additional Freighter per level, up to a maximum of 10 Freighters. Other skill prerequisites might might include drone control and fleet management skills, as this new functionality would be a natural extension of those two current mechanics.
The Tugboat system would be a boon to industry, greatly easing the burden of moving the minerals needed to build components for all of the other cool new capital ships.
Dr Caymus -=ATI=-
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Cpt Greagor
Caldari Liquid Relief
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Posted - 2011.07.11 12:04:00 -
[272]
Originally by: Dr Caymus Imagine a fleet of 10 Charons, each loaded with Tritanium, gracefully passing through space under the control of a single pilot!
I'd like to see a ship called the Tugboat that would enable you to undock and control multiple freighters at the same time. A couple of skills, Tugboat Command and Advanced Tugboat Command, would enable the Tugboat pilot to control one additional Freighter per level, up to a maximum of 10 Freighters. Other skill prerequisites might might include drone control and fleet management skills, as this new functionality would be a natural extension of those two current mechanics.
The Tugboat system would be a boon to industry, greatly easing the burden of moving the minerals needed to build components for all of the other cool new capital ships.
Dr Caymus -=ATI=-
And what happens when someone suicide ganks the tugboat? 10 Pilotless freighters just sitting in space, how do you think that will turn out?
------------------------------ Inclina ad gigas turtur, qui tenet universum. |
Crellion
Parental Control HELL4S
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Posted - 2011.07.11 12:06:00 -
[273]
Capital destroyer:
Something with the tank of a single BS costing 2 bill area similar DPS on caps as a Titan, you can kill it with a single HAC... time to reintroduce paper, rock, scisors IMO to this once sandbox game...
Capital fleet support:
Has been suggested a few years back but back then it was a different game: Small capital ship size, tough tank (same as a carrier I guess with perhaps a bit more resists), no uber RR or carrying stuff and whatnot but has 4 weapon mounts (and then 4 utility highs) each mounting 4 bonused medium size turrets -or launchers-) for a total of 800+ dps or up to 1200 dps if utilities are used for this purpose with small weapon tracking... As expensive as ...say ... 2 carriers... eve is now ready for this IMO
Arguably my opinions represent to an extent the opinions of my alliance and in particular circumstances give rise to a valid "casus belli" claim. |
Dr Caymus
Gallente Applied Technologies Inc Agents of Fortune
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Posted - 2011.07.11 12:18:00 -
[274]
Originally by: Cpt Greagor
Originally by: Dr Caymus Imagine a fleet of 10 Charons, each loaded with Tritanium, gracefully passing through space under the control of a single pilot!
I'd like to see a ship called the Tugboat that would enable you to undock and control multiple freighters at the same time. A couple of skills, Tugboat Command and Advanced Tugboat Command, would enable the Tugboat pilot to control one additional Freighter per level, up to a maximum of 10 Freighters. Other skill prerequisites might might include drone control and fleet management skills, as this new functionality would be a natural extension of those two current mechanics.
The Tugboat system would be a boon to industry, greatly easing the burden of moving the minerals needed to build components for all of the other cool new capital ships.
Dr Caymus -=ATI=-
And what happens when someone suicide ganks the tugboat? 10 Pilotless freighters just sitting in space, how do you think that will turn out?
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Megan Ryder
Aperture Harmonics K162
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Posted - 2011.07.11 12:33:00 -
[275]
mobile artillery:
battlecruiser sized low-enough sig to be very hard to hit with a cap terrible tracking against sub caps must deploy to fire (no fuel usage, short cycle, but cannot move/warp) damage equivalent to a titan bonused xl gun
would look like an xl turret with a cockpit strapped on the side, when tracking the whole ship would rotate towards the target
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Sirref Naes
Gallente Spacial 8 Xchange
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Posted - 2011.07.11 13:10:00 -
[276]
Edited by: Sirref Naes on 11/07/2011 13:13:47 I want a capital interdictor that can use a AOE web stasis field along with a warp interdiction field.
Module would be named "Time Deformation Generator I"
Name: Trinity Hull: Archon Role: Stasis Interdiction Developer: Viziam
Role Bonus: 5% bonus to interdiction sphere range per level 10% bonus to Interdiction Sphere Launcher rate of fire per level 5% bonus to all Armor resistances per level 99% reduction in CPU need for Warfare Link modules 99% reduction in CPU need for Projected Electronic Counter Measures modules 99% reduction in CPU need for Tactical Logistics Reconfiguration Can deploy 1 additional Fighters per level 200% bonus to Fighter control range
Note: can fit Time Deformation Generator
-------------------------------------------------------- Fitting
CPU : 725 Powergrid : 850,000 Calibration : 400
Low Slots : 7 Med Slots : 4 High Slots : 5
Rig slots : 3 Structure
Structure hit points : 235,500 Capacity : 4,000m3 Drone Capacity : 100,000 m3 Mass : 1,113,750,000 kg Volume : 13,950,000 m3 (1,000,000.0m3 repackage)
EM Damage Resistance : 0% Explosive Damage Resistance : 0% Kinetic Damage Resistance : 0% Thermal Damage Resistance : 0%
Armor
Armor hit points : 235,500
Armor EM Damage Resistance : 50% Armor Explosive Damage Resistance : 20% Armor Kinetic Damage Resistance : 25% Armor Thermal Damage Resistance : 35%
Shield
Shield hit points : 137,500 Shield recharge time : 34,000 seconds
Shield EM Damage Resistance : 0% Shield Explosive Damage Resistance : 50% Shield Kinetic Damage Resistance : 40% Shield Thermal Damage Resistance : 20%
Capacitor
Capacity : 70,000 Recharge time : 4,650 seconds
Targeting
Maximum Targeting Range : 125.50 km Max Locked Targets : 6 Scan Resolution : 50 mm Radar Sensor Strength : 72 Signature radius : 2,920 m
Propulsion
Max velocity : 70 m/sec Base price : 1,368,568,380 ISK
Shared Facilities
Corporate Hangar Capacity : 20,000 m3 Ship Maintenance Bay Cap : 1,500,000 m3
Jump Drive Systems
Jump drive capacitor need : 95% Maximum jump range : 3.5 ly Jump drive fuel need: Helium Isotopes Jump drive consumption amount : 1,000
-------------------------------------------------------
Skill Requirements:
----Time Deformation I --------Interdiction V
----Capital Ships Level V --------Advanced Spaceship Command Level V ------------Spaceship Command Level V
----Amarr Carrier Level V --------Capital Ships Level V ------------Advanced Spaceship Command Level V ----------------Spaceship Command Level V
----Amarr Battleship Level V --------Spaceship Command Level IV ------------Amarr Cruiser Level IV ----------------Spaceship Command Level III ----Amarr Frigate Level V --------Spaceship Command Level I
----Drone Interfacing Level V --------Drones Level V
----Jump Drive Operation Level I --------Navigation Level V
----Warp Drive Operation Level V --------Navigation Level I ------------Science Level V
---------------------------------------------
Time Deformation Genertor I
The field generator projects a space time disruption sphere centered upon the ship for its entire duration. The field creates a time dilation which prevents any warping or jump drive activation within its area of effect.
The generator has several effects upon the parent ship whilst active. It increases its signature radius and agility whilst penalizing the velocity bonus of any afterburner or microwarpdrive modules. It also prevents any friendly remote effects from being rendered to the parent ship.
Note: can only be fitted on the Capital Interdictors.
Base price: 50,000,00 isk Tech Level: I Meta Level: 5 Fitting Slot: High
Powergrid: 121,000MW CPU: 50tf
Mass Multiplier: 100x
Activation cost: 100GJ
Max Velocity Bonus: -50% Activation time: 30secs Time Dilation Range: 12,000m
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Cpt Greagor
Caldari Liquid Relief
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Posted - 2011.07.11 13:14:00 -
[277]
Originally by: Dr Caymus
Sounds like a happy ending for the gank team.
And I do say "team". Naturally, the Tugboat would be designed with extremely powerful cloaking, jamming and/or tank/resistance attributes. The resources required to take out a Tugboat in hi-sec space would have to be commensurate with the potential reward... i.e. 4 or 5 times the resources currently needed to take out a single Freighter.
I don't see the cloaking working very well as there is currently no way to project the cloak onto the other ships you were tugging. And I'm pretty sure you could gank that with a group of macherials and still profit.
------------------------------ Inclina ad gigas turtur, qui tenet universum. |
Crellion
Parental Control HELL4S
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Posted - 2011.07.11 13:41:00 -
[278]
Originally by: Cpt Greagor
Originally by: Dr Caymus
Sounds like a happy ending for the gank team.
And I do say "team". Naturally, the Tugboat would be designed with extremely powerful cloaking, jamming and/or tank/resistance attributes. The resources required to take out a Tugboat in hi-sec space would have to be commensurate with the potential reward... i.e. 4 or 5 times the resources currently needed to take out a single Freighter.
I don't see the cloaking working very well as there is currently no way to project the cloak onto the other ships you were tugging. And I'm pretty sure you could gank that with a group of macherials and still profit.
if convoy drops no lewt griefing becomes old fast, is how npc convoys survive afaik...
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Cpt Greagor
Caldari Liquid Relief
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Posted - 2011.07.11 14:00:00 -
[279]
Originally by: Crellion
if convoy drops no lewt griefing becomes old fast, is how npc convoys survive afaik...
But who is going to take a tug out with 10 freighters attached with no cargo? Taking a freighter is slow enough, imagine how slow a tug with 10 of them would have to be.
I'd guess 0.25-0.50 au/s warp speed and probably 40-50 m/s max
------------------------------ Inclina ad gigas turtur, qui tenet universum. |
MeBiatch
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Posted - 2011.07.11 14:47:00 -
[280]
Originally by: Dr Caymus Imagine a fleet of 10 Charons, each loaded with Tritanium, gracefully passing through space under the control of a single pilot!
I'd like to see a ship called the Tugboat that would enable you to undock and control multiple freighters at the same time. A couple of skills, Tugboat Command and Advanced Tugboat Command, would enable the Tugboat pilot to control one additional Freighter per level, up to a maximum of 10 Freighters. Other skill prerequisites might might include drone control and fleet management skills, as this new functionality would be a natural extension of those two current mechanics.
The Tugboat system would be a boon to industry, greatly easing the burden of moving the minerals needed to build components for all of the other cool new capital ships.
Dr Caymus -=ATI=-
i would rather a ship the size of 10 charons that can move dozens of fully assembles bs's... (maybe even a carrier or dread un assemebled)
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Cpt Greagor
Caldari Liquid Relief
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Posted - 2011.07.11 14:55:00 -
[281]
Originally by: MeBiatch
i would rather a ship the size of 10 charons that can move dozens of fully assembles bs's... (maybe even a carrier or dread un assemebled)
An industrial carrier of sorts has been mentioned a couple times I do believe, which I do support the idea of. Basically an orca but bigger. Would be very helpful for lazy people like myself
------------------------------ Inclina ad gigas turtur, qui tenet universum. |
Sonjaa VII
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Posted - 2011.07.11 15:46:00 -
[282]
Originally by: Shazi Mavox Meh, screw all the combat-ships. How about some more industrial/exploration ships? And why does it have to be capital ships? Why not some kind of seriously advanced cruisers/battleships?
I can only say that my dreamship is a T3 industrial cruiser with cargo expanding, mining and exploration subsystems (The exploration subsystem already exists though :P).
Either that or give me an orca-sized ship capable of doing research, refining AND the capability of moving through highsec.
But, dreams are only dreams if they are never realized... as soon as they are then they are dreams no more...
This !! I would re-subscribe for this.
T.
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Sonjaa VII
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Posted - 2011.07.11 16:28:00 -
[283]
Originally by: Razor Edie I'd like to propose a line of Q-ships, built around the industrials, and freighters. Essentially combat ships built out of merchant ship hulls, designed to fool enemies which prey on merchant shipping.
In game, this could be acquired via a module that was purchased and permanently modifies the stats of the T1 industrial into a T2 combat ship without changing the hull structure. On the UI, a modified Badger would still read as a Badger, etc.
In designing the stats, I would recommend that the Q-ship modules are limited to smaller-class gun sizes than the hull class would normally allow.
Imagine now, that you can fool the ship scanners with a fake cargo list, and make the gankers think you are carrying 30 plexes or some T2 blueprints ;]
T.
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Ahjeebus
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Posted - 2011.07.11 16:40:00 -
[284]
Edited by: Ahjeebus on 11/07/2011 16:41:01 Edited by: Ahjeebus on 11/07/2011 16:40:47
Originally by: MeBiatch Edited by: MeBiatch on 06/07/2011 19:35:33
a real mothership (modular outpost that turns into a moveable ship that anchors and turns into a mini outpost) i would want this ship to be able to traverse threw worm holes (think of a thunker tribe ship)
GOONS! TRANSFORM AND ROLL OUT!
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icechip
Caldari Angelus.Mortis The Jagged Alliance
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Posted - 2011.07.11 16:59:00 -
[285]
Angelus: Mother-ship Race: Jove Type: Mobile Star-base
as stated before, its a Mobile Outpost, Think it should have manned guns as station do have guns. Not to overpower the game and make the ship valuable. The BPCs are not seeded but dropped, there are many BPCs to build this ship. Each piece of the ship are region specific. They are also contraband and have a very low drop rate. Only 1 ship per Alliance alliance must have so many ppl. So 1 person corp alliance cant field them.
This will keep the number of said ships down make there a reason to move around in sov. Take space as alliances will hunt down these BPCs.
Ship: Destroyable, everything inside also destroyed. You want to stalk it to keep fighting. Is classed Alliance Flagship
Gives bonuses when on the field. " Mankind must put an end to war, or war will put an end to Mankind" "Unknown" |
Run LolaRun
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Posted - 2011.07.11 17:43:00 -
[286]
I quote below, but I think that making the HICTOR black ops jumpable and able to (warp while) covert cloak kinda of runs in to the Arazu's territory where it is the dedicated black ops tackler when coupled with the rapier's divine webbing abilities. The meaning I take from your suggestion is that a team of 3-4 Arazu pilots will simply use the HICTORs instead and the Arazu will be an unused hull. There are other serious factors like the hictor's huge tankability and pretty hefty dps, making it a bit overpowered to be hiding in the bushes sneak-a-boom tackling.
Thanks.
Originally by: Tarryn Nightstorm
Of course, this would require, under current mechanics, that HICTORs be able to mount covert cloaks, and/or covert cyno generators--so just change them to have that capability (shouldn't need a new ship for that, they'd basically be Force Recons with infini-points and the HICTORs' existing huge tanks/meh DPS.)
So, to summarise:
1) Expand the Stealth Bomber class to BC size so it can take out capital/super-capital ships 2) Make HICTORs BLOPs-bridge capable OR nerf supercaps such that they are vulnerable to standard points/scrams so Force Recons can still hunt them 3) Un-nerf the capabilities/diversify the role of the Black Ops battleship.
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Alysina
Gallente Everset Dropbears
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Posted - 2011.07.11 17:43:00 -
[287]
The escort carrier idea sounds nice. However if they would be ever implemented they should be considered as cutting edge technology need like the racial carrier skill at V. They should be able to carry 10 fighters (not bombers but maybe some sort of special also cutting edge technology needing fighters V) and field 5 of them. They should be able to enter hisec via gates, have somewhat limited jump range (like titan jump range maybe?) and they shouldnt be able to use acceleration gates. These ships should be good vs support but weak vs other capitals and small ships.
Regular dreadnoughts should an additional set of guns, which are effective against battleships in a somewhat limited range. Have their siege cycle reduced to 5 minutes and their current close range weapons should be effective vs other caps even out of siege.
Add t2 tier 2 BC's with highly effective weapons vs capitals, but weak vs support.
Add t2 tier 3 battleships with long range and a limited siege module which makes them effective vs supercaps but they are vulnerable against (escort carrier's?) fighters or support.
Add a new t2 "aegis" destroyers which could fit a smartbomb-like module which would damage nearby drones/fighters/fighter bombers. (would also reduce lag caused by the swarms of drones in a big fleet battle)
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Jennifer Nardieu
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Posted - 2011.07.11 18:44:00 -
[288]
Edited by: Jennifer Nardieu on 11/07/2011 18:48:34
Originally by: Pyatera Edited by: Pyatera on 07/07/2011 01:04:28
Originally by: AnzacPaul
Originally by: The Old Chap Rorqual and something based on the Dread hull that can both access hi-sec. There's a lot of carebear 'neglected vets' would be very pleased with that, and it would be really easy for CCP to implement.
Ever heard of an orca?
Orca can't compress ore.
Personally, I'd love to see a highsec combat capship. If you wardec someone, there should be a ship that can take down a highsec POS. With battleships alone, it just takes wayyyy too long and needs far too many to do it. Concord could relax the rules a bit with cynos in highsec and just make covert cynos illegal. Also, Dreads and other capships in highsec have to be fitted with a constraint that means they can only fire on wardecced targets, guns and other mods will be physically disabled and unable to fire on non wardecced targets. Not that any sane person would use a multi-billion isk ship to suicide gank.
IMO Cyno's should be corp standing related and use statutes when activated in high.
If your corp has a sufficent standing to use CYNO's in high sec, you should be able to use them. Treat them as POS towers, buff concord with "insta mod-off guns" to deal with people carriers triage tanking concord.
But allow capitals in general in high sec. Would add a hell of a dynamic to high sec wars.
As for a ship, I'd like some real use given to see T3 Frigates and T3 Destroyers.
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Aitena
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Posted - 2011.07.11 18:49:00 -
[289]
An ECM capital ship that can only jam/damp/whatever against Titans and Supercarriers. It would be especially vulnerable to battleship-sized weapons. Balances out titans/moms and subcap fleets in a single swoop.
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Lilliana Stelles
Caldari Nagrom Security Syndicate
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Posted - 2011.07.11 21:05:00 -
[290]
A large anti-drone/EWAR platform, perhaps a carrier hull, that has new specific modules designed at temporarily disabling drones. It would have a very fast lock time for its size, or AOE abilities, but would have very little direct combat capabilities outside of Ewar.
Specifically, it'd be designed and neutralizing/lowering damage from supercarriers, carriers, and domis.
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Wangston Hughes
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Posted - 2011.07.11 21:14:00 -
[291]
Do not add more caps. This is the worst thing you could do, and not all of you at CCP appear to be complete morons. Listen to your employees who are not borderline ******ed. Fix the idiotic, terrible balance situation you already have, do not make it worse. Doing so will also reduce your botting problem, which I am sure you genuinely give a damn about. |
Abrazzar
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Posted - 2011.07.12 19:04:00 -
[292]
Found an old thread of mine about specializing the role of a titan with some kind of rig, which could be done now with a titan sub-system. Just reposting it here for giggles' sake, it's three years old already:
Quote: The Titan Configuration is achieved by adding a special rig to the titan, which only titans can use and can only install one at any time. The rig could be made out of T2 capital parts fitting to their effect. The same mechanic could be used to give the other capitals or supercapitals more specialized roles, creating more choices and diversity. Even 'normal' ships could be given 'Role Rigs' to increase diversity without having to go through the whole ship design process, though balancing this at that scale could be awkward and difficult.
Here are examples of five specialized roles which a Titan can occupy: Fleet Command, Assault, Industrial, Frontline Logistics and Support Logistics.
Fleet Command Configuration Increases amount/efficiency of warfare link modules and increases the standard titan gang bonus at the cost of combat prowess, offense, defense or both. It is meant to hold a safe position in a system during fleet operations to serve as a command post for the fleet in combat, increasing the fleets prowess without being in the front lines itself.
Assault Configuration Increases the weapon efficiency and the doomsday device, maybe even allow a focused, single target DDD installed instead of a normal one which has a higher damage/RoF with lower activation costs. The downside is that the more 'civilian' modules like Jump Portal and Clone Vat bay cannot be used at all or at lower efficiency. Its purpose is to be directly at the front lines to wreck havoc among other capital ships and to accelerate POS takedowns.
Industrial Configuration Allows the use of new Industrial Titan Modules that copy the effect of certain POS modules, like refineries, assembly lines or even moon harvesters. The Industrial Configuration gimps any combat capability of the titan though. The function of a Industrial Titan is to act as a mobile POS for deep space exploration or nomadic corporations.
Frontline Logistics This configuration boosts the efficiency of logistic modules to repair shields, armor, hull and cap recharge rate. Instead of a DDD the Frontline Logistics Titan repairs ships of its assigned fleet close by and has a repair bay where any friendly can quickly fix up and refill any ship. It is supposed to be directly at the battlefield or close by to increase the durability of its fleet.
Support Logistics Increases the range of the Jump Portal or allows the creation of a semi permanent two way jump bridge. Cargo, clone bay and ship maintenance bay are enlarged to further fortify the logistics. The Support Logistics Titan is all but defenseless apart from maybe the DDD. It's purpose is to enter a contested system and quickly deploy a fleet or evacuate depending on the situation.
--------
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Mobius Reynolds
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Posted - 2011.07.12 19:19:00 -
[293]
Wow...this thread is starting to die. Oh well, time for some more ship suggestions, feel free to go on not caring about this lol.
Not capital ships, but anti-black ops and anti-capital ship...I personally like these.
Modules: Particle "Chaff" Field Generator: Like a smart-bomb, but non-damage dealing, and with a large area of effect...Generates a field of highly charged particles, forcing cloaked ships to de-cloak (the whole de-cloaking if something is too close). Modules generate a lot of heat, so can't be activated rapidly. Will not effect non-clocked ships in any way. Mounted in a low slot.
String Distortion Scanner: High Pre-requisite skills...based off of scanning capabilities An active module that enables equipped ships to detect cloaked ships in the overview (although, visual tracking is still lost). Is not accurate enough for targeting and shooting, but will allow for deployment of other counter-measures. Mounted in a mid slot
Exotic Particle Field Generator: T2 Particle Chaff Field Generator. Has the same effect as above, but in a larger area; but with an added effect. Can cause an overload of the cloaking generator, temporary disabling the cloaking module, and dealing damage to the cloaked ship. Will not effect non-cloaked ships in any way. Damage will not effect gate-cloaked ships. ----- Items: DED Cynosural Field Permit (Or empire cynosural field permits): A one-time use permit that would allow for the generation of a cyno field in empire space. (Simmilar to starbase charters)
DED Pilot's License Capital Ship Endorsement(Or Empire Capital Ship Endorsement): Similar to starbase charters, would be something like LP items (I won't say my other idea lol)...I'd like to see it be a permanent but I guess the using it as "fuel" would work too. Would allow for capital ships in empire space. Ships still could not use the gate network, but could move freely about a system.
Ships: Hunter-Killer: T2 destroyers and Battle-Cruisers (based off the harbinger/drake/hurricane/Myrmadon serries) designed to detect and eliminate cloaked vessels. Could fit Particle Chaff field generators and String distortion scanners. Advanced systems allow them to control the advanced sensor systems needed to detect cloaked ships. Designed for tackle and short-ranged dps.
Monitor: Destroyers that can be fitted with 4 battle-ship sized Turrets. Large DPS increase, but also an increase in signature radius. Either that or battle-cruisers designed to fit capital sized turrets. 4-High slots...Poor man's capital ship or battleship. Would be great for suicide ganking...but I imagine they will be worth quite a bit.
Tugs and Outriggers: Designed to move large ships (such as capital ships and battleships) around without the need for a pilot in those ships. Cargo it can move is based off of total mass, not off of size. Not sure what size these ships should be, nor if their should be a limit to the number of ships in-tow. Outriggers would be T2 tugs, more powerful engines to allow for moving larger ships such as super-capital ships (suppercarriers and titans). Both will move slowly, but can jump. Can only go through gates if they are carrying ships capable of gate-travel.
DED Cruiser...or is it a Frigate? I really like the look of the DED ships, so maybe if they released the small one as a LP item... So...What do you think? (and yes, I know they need to fix the current stuff...but they've already implied they're working on it, and I like spouting nonsense)
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Khadann
Caldari Sense of Serendipity Echoes of Nowhere
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Posted - 2011.07.12 22:09:00 -
[294]
Tech III ship half size between BS and cap. Same principle than cruiser tech III
In last eon issue, one of the dev tells the apochripha expension development story. he mentionned that they thought doing this kind of tech III next time Hya! |
MeBiatch
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Posted - 2011.07.12 23:10:00 -
[295]
personally imo i would prefer the ewar cap ship to get bonus for webber infinity point and nuets... then shooting remote ECM... i think that the ewar cap ship should be vulnerable to sub cap ships and giving it remote ecm would be op imo...
though i am really liking these ideas... keeep ehm comming guys!
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WeeZeLL
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Posted - 2011.07.23 21:31:00 -
[296]
necro bump
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Sadayiel
Caldari Inner Conflict
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Posted - 2011.07.23 21:58:00 -
[297]
A couple of ideas not sure if someone suggested something similar.
Bc tech 2 versions or tech 2 version of some Bs knows as juggernauts.
Heavy resist and tanks little capacity to deal dmg unless firing to smaller ships (kinda like of flak and anty small-craft design) special ability allows them to fit a module that generates an sphere around them any ship inside, takes % less dmg from all sources and it's in fact redirected to the juggernaut.
Sphere Pros: reduce the incoming dmg from friendly ships nearby, eases the tank abilities of fllet making a single ship to take a major part of the punishment.
cons: % dmg redirected it's not stackable but acumulative, this means if 2x juggernauts are fielding the shield, they both receive a 20% dmg of the ship under attack but the ship still receives the 80% original dmg. Also ANY ship under the sphere it's affected by the dmg reduction making it so close ranges fleets have some short of advantage pver the common snipe fleets.
Also quick dread fix. makes the siege module use scripts. Script A makes the dread inmmune to Ewar (Ecm and weapon disrupt, still affected by bubbles and scramblers)and reduces greatly the incoming fighter and fighter bomber dmg, plus increasing their dmg and tracking Vs capital size vessel (a kind of anty carrier mode) while still mobile to chase the enemy ships in the grid.
Script B gives a % increase on Dmg/RoF and Dmg penetration while reducing the use of Capacitor from the gun if there is any. Thus making the dread a kind of fixed artillery that can take the PoS with more ease than capital ships.
DEAR MONOCLE OVERLORDS JOIN TO FORCE CCP ADD LORGNETTE FOR THE OVERLADIES!! |
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