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Ya Huei
Imperial Collective
108
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Posted - 2013.08.01 11:57:00 -
[31] - Quote
T3 supers..
scale it down to orca size, allow it to be anchored anywhere, fit subsystems for task at hand
Passive mining/gas harvesting, allow it to be hacked when it goes into reinforce so ppl can steal from your harvesting operations.
FULL DROP OF ALL THE THINGS when it gets destroyed CCP..
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M1k3y Koontz
Thorn Project Surely You're Joking
243
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Posted - 2013.08.01 12:52:00 -
[32] - Quote
Kuning wrote:Battleships would obviously be fun, but limited in use and cost.
Battlecruisers would outshine battleships and already battleships don't see as much use as I would hope
Frigates would be fun, but there would be serious balance issues with them I feel. Assuming they are setup similarly to T3 cruisers, you would see cloaky logi frigates everywhere.
T3 Capitals would just be stupid and would be like having supers in WH space. No bueno.
The only obvious choice here is T3 industrials.
Quoted because awesome. T3 indies plz How much herp could a herp derp derp if a herp derp could herp derp. |
PopeUrban
El Expedicion
24
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Posted - 2013.08.01 14:29:00 -
[33] - Quote
Ya Huei wrote:T3 supers..
scale it down to orca size, allow it to be anchored anywhere, fit subsystems for task at hand
Passive mining/gas harvesting, allow it to be hacked when it goes into reinforce so ppl can steal from your harvesting operations.
FULL DROP OF ALL THE THINGS when it gets destroyed CCP..
I very much like the concept of Hacking being a PvP activity. I don't know about hacking when reinforced though. I mean the whole point of reinforced is so that you don't have to be online 24/7
But yeah, not supercarriers (the ship class) I suppose, but a flexible nomad platform which is a less good cap ship or pos (but able to do both) coupled with better-than-POS point defense capability due to specialized modules/subsystems, the ability to anchor anywhere, and the ability to fit either standard cap weapons, a DD, Pos Guns, or specialized racial point defense modules that are wickedly good against one attack vector while being poor at everything else.
Lets call it a "capital class Nomad Platform" or "T3 Carrier" |
Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
123
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Posted - 2013.08.05 07:43:00 -
[34] - Quote
Faction T3 cruisers please. :D
Do like the idea of reclassing current T3s as battle cruisers (heavier and slower, but otherwise similar) and make a new smaller set of actual cruisers, where they can't all fit high tier guns, 1600mm plates and 100mn afterburners. |
Bei ArtJay
Questionable Ethics. Ministry of Inappropriate Footwork
52
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Posted - 2013.08.05 10:13:00 -
[35] - Quote
and the forums just bugged out an swallowed my reply, great |
Jay Joringer
Blackstar Privateer Consortium Enigma Project
193
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Posted - 2013.08.05 14:21:00 -
[36] - Quote
I've been advocating T3 Industrials for a while now. They will increase nanoribbon prices without breaking ship balance in PvP. I do like the idea of some sort of T3 capital or even Orca/Rorqual equivalent, but I think those will be more difficult to not make them either useless or overpowered. The Enigma Blogject-á |
Anja Suorsa
Pyre Falcon Defence Cadre XV-01A Pyre Falcon Defence Combine
140
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Posted - 2013.08.06 14:57:00 -
[37] - Quote
Trinkets friend wrote:T3 capitals.
Pimp. For decades the great Empires have wondered how the Angel Cartel can operate with impunity from the depths of barren space. The reconfigurable Pimp class capital ships provide unparalleled flexibility, much like the exotic dancers which come standard in their cargo holds.
Offensive subsystems: Mini-blap Weapon Hardpoints - Interdiction Acceleration Overdrive - Smartbomb Enhancement Awesomesauce Defensive Subsystems: Actual Active Tanking Node - Passive Tanking node - LolBuffer Catalyst Bay Electronic Subsystems: Moonwalker Interdiction Nullifier - Mining Efficiency CPU - Command Processor Lolburgers Propulsion Subsystems: Jump Fuel Efficiency Amplifier - Microjumpdrive Gank Avoider - Actual Agility Amazeballs Engineering Subsystems: Dirty Ores Refinery Module - Triage Bay - Wasp Factory Hangar Enhancement
Make it so. |
Andrea Okazon
Alexylva Paradox
110
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Posted - 2013.08.06 15:34:00 -
[38] - Quote
PopeUrban wrote:T3 Carrier/POS platforms "Nomad Carriers"
So much want. |
Bussan
Kabukicho
4
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Posted - 2013.08.06 19:19:00 -
[39] - Quote
I like the idea of t3 industrials... I think that new combat ships are not really needed, as there are no roles uncovered. On the other side, t3 modular industrial ships could be very interesting, and just add new functionalities to the ones already present. Including haulers, as I think it would be nice to be able to reconfigure your ship according to your needs. Specialized bigger cargos, better tank, more speed, covop cloaks... Same for an orca size class, or freighter class... even miners or gas harvesters (or both on the same "harvester" ship, according to which modules you wanna use).
At the end, the t3 have always been used for a lot of activities because they were just better than other ships. So people used them as long as they could afford to buy them and eventually loose them. Same could be for the new t3... you wanna spend 600m for a normal orca? nice... you wanna spend 3bil for the new t3 orca? nice again, you will pay more and get more.
Or leave the normal "ship" idea completely, and move the "t3 idea" to something else like POSes. Something like someone said before... just maybe not even a t3 carrier, but something completely new, that can even be the base for the new modular pos system. So you can start with a barebone system, that will be expanded bit by bit, adding functionalities, modules, and so on. A way to give to players something to play with for the beginning, and on the long run they will replace both pos and maybe players starbases. It would be a good choice even for the game coders, as they will be able to rewrite all the parts of code they need step by step, as they will only be used on the new "T3 POS" system. Start small and simple, but still useful, and then scale gradually adding new options and stuff over the time. |
Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
145
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Posted - 2013.08.07 12:00:00 -
[40] - Quote
PopeUrban wrote:T3 Carrier/POS platforms "Nomad Carriers"
[...]
Sounds awesome, they could use the naglfar as a vanilla model. I only correct my own spelling. |
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Trinkets friend
Rules of Acquisition Acquisition Of Empire
1083
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Posted - 2013.08.08 04:54:00 -
[41] - Quote
Not really in favour of a several billion ISK ship that stays in space when I log out. People handle being trapped in their titans and supers (effectively) because when they log, their ship disappears from space. Hopping in a Nomad capital-***-POS would mean you would then be able to be sieged while logged out and blown up while logged out (for days potentially), and log back in to nothing...at least now if i log in my capitals I stay logged and they stay "safe".
Though, would make an epic log-on trap. YOLO is the Carpe Diem of Gen Y http://www.localectomy.blogspot.com.au
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Phoenix Jones
Shockwave Innovations Surely You're Joking
146
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Posted - 2013.08.08 11:43:00 -
[42] - Quote
Trinkets friend wrote:Not really in favour of a several billion ISK ship that stays in space when I log out. People handle being trapped in their titans and supers (effectively) because when they log, their ship disappears from space. Hopping in a Nomad capital-***-POS would mean you would then be able to be sieged while logged out and blown up while logged out (for days potentially), and log back in to nothing...at least now if i log in my capitals I stay logged and they stay "safe".
Though, would make an epic log-on trap.
Thats the main trick to a ship like that. The cost could possibly be "extreme", but could serve as a insystem base. The nomad would need sometype of reinforcement timers. I don't know if ccp figured out how to deal with a permanent insystem always online base (they did with the POS), just logging out does not turn it off (or make it vanish).
Complicated. Cool but complicated. |
PopeUrban
El Expedicion
29
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Posted - 2013.08.09 19:15:00 -
[43] - Quote
Phoenix Jones wrote:Trinkets friend wrote:Not really in favour of a several billion ISK ship that stays in space when I log out. People handle being trapped in their titans and supers (effectively) because when they log, their ship disappears from space. Hopping in a Nomad capital-***-POS would mean you would then be able to be sieged while logged out and blown up while logged out (for days potentially), and log back in to nothing...at least now if i log in my capitals I stay logged and they stay "safe".
Though, would make an epic log-on trap. Thats the main trick to a ship like that. The cost could possibly be "extreme", but could serve as a insystem base. The nomad would need sometype of reinforcement timers. I don't know if ccp figured out how to deal with a permanent insystem always online base (they did with the POS), just logging out does not turn it off (or make it vanish). Complicated. Cool but complicated.
Been spitballing around ideas for a more formal/balanced proposal here, but one of the things that we looked at for this platform was the ability to lockdown to pos mode, and then eject.
Effectively, this means that a nomad pilot could:
- Pilot the nomad to mission position
- Activate Structure lockdown mode
- Eject, leaving the structure shield intact
- Dock with the nomad
- Get in another ship
- Go do whatever
Given subsystems, we're talking about something that could, if fitted for it, haul your exhumer, refine your ore, and haul a decent amount of minerals, at the cost of not being as great at being an actual ship, having very little room to do much else, needing ti be deployed near a hub so you can haul the minerals OUT, etc. The idea here is that it's a flexible platform that can be set up for variant scales of small to large fleet operations, industrial operations, or point defense operations, but that it scales the logistical complexity of those operations up so they're balanced (stront and fuel costs, jump plans, contingencies for attack, resupplying the platform, etc.)
The idea here is that nomad pilots aren't so much "stuck in ship" in the manner of titan pilots, as they're driving the equivalent of a mobile pos. A nomad pilot isn't a role as much as it is an extension of another existing role. You give up the ability to actively pilot caps or rorqs or orcas or other large ships, but what you're gaining in stead is a much MUCH more flexible platform which could feasibly allow you to run operations for much longer periods, and more importantly empowers content creation by pulling some of the precepts of pos warfare away from static locations and in to the realm of something that more people can have a chance to interact with.
We're looking at roles for these like "What if you could anchor a mobile mini-market hub, and get out of market fees with it?" "What if you could mount a DD on it in stead of normal pos guns" "What if it could mount normal weapon systems while deployed?" 'What if you could force a wormhole to stay open with stront?" and a host of other things aimed at making the nomad platform a fulcrum for player based content creation across as broad a spectrum of EVE space as possible. not just wormhole space, but low, null, and hi too. its important to consider every crazy angle and then follow that angle with 'if that were released TODAY, how would it change EVE?'
I think it's important that anything added to the game fills a purpose not previously filled, and I feel if it's a T3 style system it should be as modular and customizable as possible. I feel like this is in line with CCPs stance on adding ships, and I think if players are going to bother to propose ideas they should jibe with that stance.
That said, the INTENT of nomad platforms is that they're really only undeployed when actively piloted, and that logging out should default to a deployed state. Ghost-holding a normal pos isn't a big deal, there are very limited positions where they can be deployed, and its a simple thing to block that deployment. because the intent of the nomad is that it can deploy virtually anywhere (but advertises its presence when it does so) it becomes extremely problematic to remove an infestation of them if they're allowed to log out like normal ships, effectively making one of the main roles for the ship (point defense) pointless.
It SHOULD be riskier to own because, quite simply, its utility should match that risk well enough to MAKE it desirable.
I envision an EVE where nomad fleets deploy in an entire system of belts, mining alongside their miners, and aggressive forces choke all warpouts with point defense platforms and light cyno jammers, creating a microcosm of null bloc warfare in a single system. I envision roving wormhole based chop shops and booster dealers. I envision a version of EVE which allows play to become untethered from static structures for those brave or foolish enough to undertake that task. I envision a new type of fleet, a new type of alliance, a new type of vessel that shakes up the status quo, that enlivens lowsec play, shakes up null blocs, and creates objective opportunity in hisec warfare.
I don't want just another ship. I want another way to roam, mine, produce, defend, and attack. I want something that's unbiquitous across all types of play, something that's a useful tool for a large alliance, and a beloved prized possession for a small one. |
Kalel Nimrott
Sky Fighters Mass Overload
362
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Posted - 2013.08.09 23:16:00 -
[44] - Quote
Pope, I would love it to be a pos without force field. But with stront timer. |
TurboX3
DEEP-SPACE CO-OP LTD Polarized.
25
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Posted - 2013.08.20 13:14:00 -
[45] - Quote
I want to see a back-to-the-future T3, so I can do a Marty Mcfly and save my ass from being ganked time & time again.... jk
Maybe a Pirate - Hybid T3 so I can look badass... |
Kalel Nimrott
Sky Fighters
363
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Posted - 2013.08.20 13:59:00 -
[46] - Quote
Scalable T3. From orca to cap. Even supercap if you want to for nullsec. Did I posted this already? |
Kynric
Sky Fighters
20
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Posted - 2013.08.20 14:33:00 -
[47] - Quote
Why not T3 drones, rigs or modules? It would be nice if the market demanded more of the sleeper bits. |
Keldor Eternia
Multnomah Interstellar Holdings Inc.
8
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Posted - 2013.08.29 22:34:00 -
[48] - Quote
Shuttles obviously. Modular just to allow rich customization of appearance and nothing more. |
Janeway84
Masters Of Destiny Pride Before Fall
21
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Posted - 2013.08.30 08:42:00 -
[49] - Quote
T3 indy is what i heard on forums being mentioned, would be cool to see a new indy ship more suitable for the harsh enviroment of wh space :)
But I would love it if they added t3 battleships even though they wouldnt be very much used in all classes of wh's i think they would still add some flavour. If they add t3 bs imo they should reduce the mass on them so they are 1/3 as light as the regular battleships. Would be kick ass if you could get a t3 bs with a hic bubble or web bonus or scram range bonus and stuff
t3 capital that would work as a mobile pos for the nomadic players would also be a cool addition and prob be used in all kinds of space :) for refitting and storing loot or for unloading your ore's in hisec systems where no stations are located or for nullsec fleets to have as a mini staging station. Might have subsystems to add cyno or jump bridge or other capital ship special bonuses. im kind of imagining it as a mix between a orca and a titan.. but on smaller scale. |
Mister Tuggles
Faceless Men The Revenant Order
42
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Posted - 2013.09.01 22:37:00 -
[50] - Quote
T3 battleship. That is all.
T3 aside I would like to see a "Command Battleship" class come out. |
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PopeUrban
El Expedicion
40
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Posted - 2013.09.02 16:23:00 -
[51] - Quote
Kynric wrote:Why not T3 drones, rigs or modules? It would be nice if the market demanded more of the sleeper bits. Our next t3 need not be a ship. Something consumable like drones might be best for a sustainable market.
T3 drones is a neat idea. Like, a drone with somewhat customizable tracking, DPS, or even hybrid functionality. Fits lore nice too, considering sleepers are thematically just big ass drones |
SpoonRECKLESS
Caldari Provisions
23
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Posted - 2013.09.02 19:09:00 -
[52] - Quote
Why not get more ships like pirate Battlecruisers Gur Ferox like the gila but with 5 launchers now. Cyclone angel maybe. Mrym serp, and so on. Blue
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Random Woman
Federal Navy Academy Gallente Federation
58
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Posted - 2013.09.02 20:19:00 -
[53] - Quote
Mining Frigates. |
Jane Schereau
Federal Navy Academy Gallente Federation
30
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Posted - 2013.09.02 23:11:00 -
[54] - Quote
T3 frig sounds good, but the 3 subsystem limit some of you fellas are mentioning doesn't make much sense. After all, a ship needs electronics and engineering too.
What I suggest (for frigates) is different (and possibly less, 3) subsystem choices than SCs.
What I would really like to see is a T3 industrial command ship. A merge between Orca and Rorqual that is viable and useful in a WH. |
Robert Morningstar
Morningstar Excavations LTD Business Alliance of Manufacturers and Miners
20
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Posted - 2013.10.02 20:47:00 -
[55] - Quote
Actually a t3 industrial ship (hauler that had a configurable hold at say the (100-125k range) ie a hull sub that would make the hold be able to handle either ore or mineral or ice/ice products or pi stuff or ammo. |
Zara Arran
Negative Density
49
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Posted - 2013.10.03 08:50:00 -
[56] - Quote
I would love a T3 logi.. But I am biased, I love flying logi. So would be nice to have some variety in repping. For instance, having the choice between repping a lot but with a long cool down, or repping over a time period, repping all ships close to the logi at once(area of effect), or making the distance between the logi and the ship you are repping matter.. you get the idea. This could of course also be done with new modules, not perse a T3 logi ship.
Anyways, although I would love more dynamic rep possibilities, as Corbexx said before I don't think CCP will make a new T3 without a good reason. But always nice to daydream ;) [D3NSE] Negative Density |
Janeway84
Masters Of Destiny Pride Before Fall
35
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Posted - 2013.10.03 09:02:00 -
[57] - Quote
T3 battleships but t3 industrials could be cool to see too. Would be cool to see how ccp would design them and such, feels like the art team at ccp is cranking our more and more beatiful game art as time progresses. |
Anyanka Funk
League of Angered Gentlemen
44
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Posted - 2013.10.05 12:30:00 -
[58] - Quote
Why has no one suggested t3 modules? T3 mods of all sizes would certainly change a lot of fights. Even if they make t3 mods exclusive to t3 ships, with upcoming t3 rebalance maybe it would be a way to keep t3's viable wormhole ships after rebalance. anyankafunk.tumblr.com |
Kalel Nimrott
Sky Fighters
383
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Posted - 2013.10.05 17:58:00 -
[59] - Quote
I like your idea, but how would that work? |
Anyanka Funk
League of Angered Gentlemen
45
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Posted - 2013.10.05 20:23:00 -
[60] - Quote
Kalel Nimrott wrote:I like your idea, but how would that work?
Make t3 mods require t3 mod skills. Give the bonuses that are nerfed from t3 ships back to t3 mods. T3 mod production requirements should make them as expensive as faction mods. Just an idea. anyankafunk.tumblr.com |
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