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subvert
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Posted - 2006.01.03 19:32:00 -
[1]
I am looking to build a peace ship. The purpose of the peace ship is to enter hostile territory, but will never make offensive attacks on anything. It's job is to survive ONLY. It is a ship to hold an ambassador and should be designed so that it can take the most fire possible for as long as possible.
You can choose ANY ship of ANY faction (no capital ships) ALL slots should be used for survival and defense. Drones can help defense also if there are such drones. NO guns! NOS -is- allowed, but know that if your peace ship build depends *only* on nossing, that leaves it defenseless to everything outside nossing range.
Be creative as you want and suggest to me your peace ship build! 
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Ras Blumin
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Posted - 2006.01.03 19:34:00 -
[2]
Shuttle. Pod works too, but being able to die once before being sent to clone station is nice.
p - l - u - r
My first vid |

Jenny Spitfire
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Posted - 2006.01.03 19:35:00 -
[3]
Edited by: Jenny Spitfire on 03/01/2006 19:35:29
Find a ship/bs with many low slots and put all WCS into it, 6 or morewould be nice.
MWD in mid-slot and all ECM multispectrals.
All NOS at the high slots.
Drones: Repair drones.
Voila, hippy ship.  
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RecruitMe@NOINT! |

Joerd Toastius
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Posted - 2006.01.03 19:37:00 -
[4]
Edited by: Joerd Toastius on 03/01/2006 19:44:28 Depends how survivable you want it. Frankly an Executioner with an MWD and nanos in lows will get you through just about anything short of a warp bubble bubble and can be fitted for around 75k on the open market, which could probably come down to 60k at least if you built it at home with decent skills. Spending more, a well-kitted inty or possibly the right AF could do the job reasonably. Your best bet is probably a covops with the lows filled with nanos or inertial stabs, and a good set of BMs. Everything else is optional in that setup - you shouldn't need to do anything except jump, warp and cloak.
{edit} Anything big like a BS is gonna take forever to align, which will get you killed by a sufficiently determined enemy. Two inties with a pair of 7.5ks and a single 20k will stop any BS
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Reto
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Posted - 2006.01.03 20:05:00 -
[5]
use a covert ops frigate if u wanna sneek in enemy territory undetected. decloak before stn and dock. dito.
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subvert
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Posted - 2006.01.03 20:51:00 -
[6]
Shuttle gets popped, so does inti and cov ops. Warp core stabs don't improve defense. Peace ship holds an ambassador, the point isn't to go through undetected, it's to be able to absorb fire.
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Joerd Toastius
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Posted - 2006.01.03 21:35:00 -
[7]
Against what? You'll never tank a big blob alone, and if you're scrambled you'll die - "defence" is irrelevant in such situations. If you want to move safely through 0.0 you need a small fast ship with either speed or cloaking on your side. Moreover, covops in particular only get popped if the pilot screws up badly.
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Thetis
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Posted - 2006.01.03 21:39:00 -
[8]
what you really want is a polaris frigate then....
As for obtainable things, maybe a scorp with 3-4 large extenders, 3-4 invul fields, PDUs/Stabs on the lows as required. Or better, Falcon, Similar Setup, heavy shield tank, but cloakable too...
tbh, for ambasadoring... why use a ship anyways, just fire up a convo window ;)
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subvert
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Posted - 2006.01.03 21:44:00 -
[9]
Edited by: subvert on 03/01/2006 21:46:38 I don't want an undetected fast ship.
Ok let me make this simple for you. I want the best TANK, minus the guns. Use any guns slots or damage mods and add to the tank. This isn't a sneak around ship, and not a blow things up ship, it's a peace ship where we can all be friends and when meanies fire on Peaceship, the ambassador speaks and since it's a very defensive ship the ambassador can arrange peace negotiations.
To put this even MORE clearly. Its an act of peace and in order to solidify a peace agreement we are meeting in person in space. I REFUSE to break peace agreements even if they do. If I go undetected then it defeats the purpose. If I am in a fast ship but weak ship I don't know if they will fire until they DO fire which means my fast ship is dead. I expect they should lock onto me, because thats allowed.
So my ship needs to be as defensive as possible to withstand fire but never EVER to fire on enemy. No if they fire on me its their choice and then it's my commander's job to decide to go to war. Im not in a position of power to make that. I am an ambassador and authorized only to make peace negotiations.
Warpcores are out of the question because I am a dedicated peace negotiator and wont leave until either peace is arranged or I am dead.
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LORD STEALTH
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Posted - 2006.01.03 21:58:00 -
[10]
Originally by: subvert Edited by: subvert on 03/01/2006 21:46:38 I don't want an undetected fast ship.
Ok let me make this simple for you. I want the best TANK, minus the guns. Use any guns slots or damage mods and add to the tank. This isn't a sneak around ship, and not a blow things up ship, it's a peace ship where we can all be friends and when meanies fire on Peaceship, the ambassador speaks and since it's a very defensive ship the ambassador can arrange peace negotiations.
To put this even MORE clearly. Its an act of peace and in order to solidify a peace agreement we are meeting in person in space. I REFUSE to break peace agreements even if they do. If I go undetected then it defeats the purpose. If I am in a fast ship but weak ship I don't know if they will fire until they DO fire which means my fast ship is dead. I expect they should lock onto me, because thats allowed.
So my ship needs to be as defensive as possible to withstand fire but never EVER to fire on enemy. No if they fire on me its their choice and then it's my commander's job to decide to go to war. Im not in a position of power to make that. I am an ambassador and authorized only to make peace negotiations.
Warpcores are out of the question because I am a dedicated peace negotiator and wont leave until either peace is arranged or I am dead.
i think that may be the craziest thing ive ever heard. grats!
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subvert
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Posted - 2006.01.03 22:09:00 -
[11]
Originally by: LORD STEALTH
i think that may be the craziest thing ive ever heard. grats!
Just giving it my best for peace I once had to sing 'I'm a little teapot' and fly around in my pod to close a peace deal. I have to do my best to secure a future for my corporation. I dont like it when the mean combat pilots in corp go kill people I tried to negotiate with. I know its their job to defend us in war but if I do my job right then there is no war to begin with 
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Qutsemnie
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Posted - 2006.01.03 22:18:00 -
[12]
I dont know much about 0.0 but i do know an executioner isnt substantially bigger then a shuttle almost as fast (faster with afterburner going) and alot more versatile.
Though are you guys sure about the MWD? The point of having a low signal radius isnt only to avoid getting hit its to avoid getting locked. If you MWD your just giving away the small ship advantage. Or is your idea that super fast lock set ups are going to getcha anyway and you want to be at the gate NOW?
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Weirda
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Posted - 2006.01.03 22:22:00 -
[13]
Edited by: Weirda on 03/01/2006 22:23:01 Edited by: Weirda on 03/01/2006 22:22:40 a full tank sacriledge should do you nice. 
__ Assault Ship need 4th Bonus and More!
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Jin Entres
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Posted - 2006.01.03 22:30:00 -
[14]
Edited by: Jin Entres on 03/01/2006 22:31:02 Bustard
Cloak
Large Shield Booster Shield Boost Amplifier Invulnerability Field
Damage Control 4 Nanofibre/WCS/PDS
Get the best variants you can. This thing tanks like a monster. I recommend Dread Guristas' for a good cost vs. quality.
Another suggestion would be a similarly tanked eagle. You can fit defender launchers in highslots in one aswell.
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Estya Nethary
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Posted - 2006.01.03 22:34:00 -
[15]
How about a Scorpion with 8x Multispectral Jammers, Some Nos in hi's and 4x 1600mm plates in low? It'd be able to take at least 3 ships out of commission and take moderate damage of the others. Won't be able to sit there for a long time though, and warping might take a wee while.
You could ofcourse just go for something like an exequeror, which in my opinion looks like a pretty ship for RPG-ing ambassador duty(Not a combat-like appearance, with three huge engines to boost it out of harms way if needed), with a large cargohold to put some marines in.
Hislots maybe a tractor beam (salvage battle victims or something..) A Med armor and shield repper (to aid in repairs of damaged ships) and an energy emitter.
Medslots consisting of a shield booster, EM hardner, invulnerability field, and a large shield extender.
Lows 3x PDU?
No point in ruining a BS for something like this, I expect you to be blown up :/
Originally by: TomB It is a good day to be Jove
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Shinnen
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Posted - 2006.01.03 23:18:00 -
[16]
The dominix is the ultimate ambassador's ship.
6 Heavy Energy Neutralisers 4 large extenders II 1 invulerability field II 7 Shield Power Relay II
This can turn any (cap using) bs into a dead horse using the Neuts, at peak they need to be doing ~500 dps to break your tank (including fair resistances on all except EM)
The ECM drones will serve as a defense, so will webbifier/nossing drones.
Hope this helps
---
INFOD |

subvert
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Posted - 2006.01.03 23:48:00 -
[17]
I like these ECM and energy drain builds and am certainly skilled to use them. I would have to check with my superiors about it. My only concern is that if I drain the persons cap or jam them it could be taken as an aggressive action and they could shoot me for it. I had one negotiation go sour because I even targetted the person I met with so I've used passive targetting ever since. It was funny because it wasnt a pirate but instead another mining corporation. The person who attacked was just so paranoid because he was used to getting attacked by neighboring pirates that he reacted instantly to my lock.
What about a dominix without any energy draining? Could that work? I think a big problem is I don't know what to put in my hi slots.
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Nukeitall
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Posted - 2006.01.03 23:51:00 -
[18]
Also should consider covert ops ships. If needed you can "scoot" around without being seen too much. Hopefully.
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Acolite
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Posted - 2006.01.03 23:55:00 -
[19]
Originally by: subvert I am looking to build a peace ship. The purpose of the peace ship is to enter hostile territory, but will never make offensive attacks on anything.
Just ask the Devs to loan you a polaris for the evening.
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Antic
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Posted - 2006.01.04 00:32:00 -
[20]
Energy neuts are just there as a backup. Incase they DO break whatever non agression pact you have then you can neutralize the agressors cap and he will be helpless as he wont be able to either fire at you (unless its a misisle ship) or jump away.
But if you want an unbeatable tank then the only thing really is a cap ship. And those really arent unbeatable either. 1 vs 1 its possible to do this for you, but many vs 1 its difficult. A hac with many faction mods might do it somewhat though.
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Joerd Toastius
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Posted - 2006.01.04 00:34:00 -
[21]
Remote shield and armour reps, and possibly cap relays. Peace offerings ;)
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Sarmaul
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Posted - 2006.01.04 00:36:00 -
[22]
Originally by: subvert I am looking to build a peace ship. The purpose of the peace ship is to enter hostile territory, but will never make offensive attacks on anything. It's job is to survive ONLY. It is a ship to hold an ambassador and should be designed so that it can take the most fire possible for as long as possible.
You can choose ANY ship of ANY faction (no capital ships) ALL slots should be used for survival and defense. Drones can help defense also if there are such drones. NO guns! NOS -is- allowed, but know that if your peace ship build depends *only* on nossing, that leaves it defenseless to everything outside nossing range.
Be creative as you want and suggest to me your peace ship build! 
congratulations, you just described a dominix
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Jenny Spitfire
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Posted - 2006.01.04 00:40:00 -
[23]
Originally by: Sarmaul
Originally by: subvert I am looking to build a peace ship. The purpose of the peace ship is to enter hostile territory, but will never make offensive attacks on anything. It's job is to survive ONLY. It is a ship to hold an ambassador and should be designed so that it can take the most fire possible for as long as possible.
You can choose ANY ship of ANY faction (no capital ships) ALL slots should be used for survival and defense. Drones can help defense also if there are such drones. NO guns! NOS -is- allowed, but know that if your peace ship build depends *only* on nossing, that leaves it defenseless to everything outside nossing range.
Be creative as you want and suggest to me your peace ship build! 
congratulations, you just described a dominix
Peace ship? Pfffftt... "We come in Peace..."

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RecruitMe@NOINT! |

MrTriggerHappy
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Posted - 2006.01.04 00:43:00 -
[24]
lol, personally I prefer shield tank idea
Raven High slots: As much NOS as u can fit! (fit the others first) Med Slots: Tech 2 shield hardners for, EM, Thermal and Kinetic + Invuln Field 2, Amp and XL shield booster Low Slots: 5 x PDU II
Tight fitting, i use a similar setup (minus all the NOS) for just about anything, and I can tank ok-ish. Engineering skills need to be pretty awesome, you could also use those NOS drones for support. --------------------------------------------------- Gives out the career adivce only a psycho can give! |

Micia
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Posted - 2006.01.04 00:48:00 -
[25]
Originally by: subvert I once had to sing 'I'm a little teapot' and fly around in my pod to close a peace deal.
I believe I have the audio to that, on one of my harddrives. 
You had to join the other corp's TS server for that, right? |

Sarmaul
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Posted - 2006.01.04 00:48:00 -
[26]
Originally by: Jenny Spitfire
Originally by: Sarmaul
Originally by: subvert I am looking to build a peace ship. The purpose of the peace ship is to enter hostile territory, but will never make offensive attacks on anything. It's job is to survive ONLY. It is a ship to hold an ambassador and should be designed so that it can take the most fire possible for as long as possible.
You can choose ANY ship of ANY faction (no capital ships) ALL slots should be used for survival and defense. Drones can help defense also if there are such drones. NO guns! NOS -is- allowed, but know that if your peace ship build depends *only* on nossing, that leaves it defenseless to everything outside nossing range.
Be creative as you want and suggest to me your peace ship build! 
congratulations, you just described a dominix
Peace ship? Pfffftt... "We come in Peace..."

ignore me, i completely misread his post as it's 1am and I'm drunk
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Schiklegruber
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Posted - 2006.01.04 01:31:00 -
[27]
Bring a fleet with you and let them do the killing .
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Leon 026
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Posted - 2006.01.04 02:07:00 -
[28]
Exequror-class Cruiser.
High slot : -none- (Nos can be seen as an act of hostile intention.)
Med slot : 1x Afterburner 3x Shield Extenders or x3 PASSIVE shield hardeners (Having active sheild hardeners can be misinterpreted as an act of hostile intention.)
Low slot : x1 Armor repairer (basic ship maintanence) x1 Cargo Expander (ambassador will need a proper VIP room, guests room and a conferance lounge as well as the proper royal accomodations for foreign diplomats) x1 passive armor hardener
Various reasons as to the choice of ships : 1) The ambassador is an important person that must herald his approach and be respected by his allies as well as enemies as a neutral civilian. - A battleship is clearly an offensive, militaristic ship geared for combat and battle thus intimidating or threatening your opposing faction you wish to conduct diplomacy. This is a no-no. - A covert ops, while covert ops with cloak makes you undetectable, this gives the opposing faction a feel that you are untrustworthy and spying on them. This is a diplomatic no-no. - A fast frigate (ie inty). An interceptor or a fast ship inclines the notion that you are blockade running or have something to smuggle or hide. This again, is a no-no. - Regular Frigate. A regular frigate, while a cheap and economic ship will hardly impress your allies or foreign ambassadors and thus will give you the image of a weaker, poorer ambassador. Best to be avoided. - Combat Cruiser. While very tough and reliable, see battleship reasons. This is yet another no-no. - Iteron Transport. It looks like a train, and gives you the look of being too much of an industrialist. Hardly impressive. - Exequror Transport Cruiser. It retains the abilities of a regular cruiser in its hardiness, relatively decent speed, but at the same time majestic and large enough to impress the foreign ambassadors of other states. Known as a cargo cruiser, its combat capabilities are not expected, and can be fully retrofitted to add luxurious accomodations to woo and pimp the foreign ambassadors with both a hint of military power (the cruiser), industrial/economic power (the transport cruiser) as well as the generously large cargo hold to fit housing, accomodations, theatres as well as numerous conferance rooms making this the prime choice as an ambassador's ship. 10/10.
------------------------------- Be Caldari, be proud. Haak-kin k'len
Leon / LN026
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Berilac
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Posted - 2006.01.04 02:27:00 -
[29]
I would suggest a caldari or amarr support cruiser, if its an option. Pretty strong tank, gives a strong non-threat vibe, plus they are rare enough (by lack of use) and good looking enough to impress people: something you prolly want to do. Amarr i suggest because of stong armor, plus sexy looks, caldari could be fitted with defenders (though i don't know how well those work these days.)
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Trelennen
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Posted - 2006.01.04 02:40:00 -
[30]
Originally by: Shinnen The dominix is the ultimate ambassador's ship.
6 Heavy Energy Neutralisers 4 large extenders II 1 invulerability field II 7 Shield Power Relay II
This can turn any (cap using) bs into a dead horse using the Neuts, at peak they need to be doing ~500 dps to break your tank (including fair resistances on all except EM)
The ECM drones will serve as a defense, so will webbifier/nossing drones.
Hope this helps
Something along these lines would really be what you seek. You'll have lots of shield HP (I would prolly swap some shield relays for some pdus, or you'll have to dock every few jumps or wait for very long before being able to jump again, and pdus will give you more shield HP, hence a bit more time to negociate ;)).
I wouldn't use neuts in high for your purpose, but some remote shield boosters / armor reps, and use remote shield boosters drones (the remote shield boosters / armor reps are to maintain your drones as long as possible if you're under fire).
Main advantages:
lots of shield HP (well, maybe I'd go with 2 invulni fields and 3 large extenders)
good hp regen, which will help you last longer (it'll be less than xl booster + amp + cap injector, but you don't need cap, and hence are less vulnerable to nos, which means you'll certainly last longer while trying to negociate).
remote booster drones will help your shield tank, and you'll be able to repair them too (well, on a domi, not that needed considering how many you can carry ).
Another ship to consider is a passive tanked Ferox (or even better the T2 command ship based on it), with 2 invulni II, 3 shield ext II, 3 shield relays, 1 PDU II, 5x light remote shield boost drones.
With max skills and the cheap 3% shield implants on a ferox, that's over 12700 shield, with over 90 HP/s recharge at peak (not counting drones), and 61.19/84.48/76.71/68.95 shield resists. If you're ganged with somebody else (which would be far from you eventualy), you can fit some shield gang module to boost that even more.
Now, same setup with one more large extender II on a vulture (gang command ship based on ferox), that's over 17400 shield HP, over 125 HP/s passive recharge, 61.19/84.48/88.36/92.24 resists (or prolly better 75.05/79/84.25/89.5 with 1 invulni II and 1 EM hardener II). Gang with someone and use a Siege Warfare link - Shield Harmonizing for even better resists (of course 5 light shield boost drones, and some remote shield boosters / armor rep in high to help your drones survive).
I guess you get your peace ship .
For comparison, the domi setup given above (with full shield relays) has a bit less than 16500 shield, a bit more than 130 HP/s at peak, 30/72/58/44 shield resists, and a loosy 2.3 cap / s at peak, which means you won't travel very far before needing to dock or wait for a long time before warping again. For decent cap recharge I'd use at least 2 PDUs II instead of 2 shield relays, which gives 18K shield and 110 HP/s at peak.
I guess I'd take the good all around ferox resists with lower sig and 20 less HP/s (and 4K shield less) over the domi, as it'd cost much less, and is slightly more agile (even if with heavy shield boost drones, domi might be interesting). If you have the skills and want to risk the ISKs, the vulture is your ship though.
Originally by: Tuxford I've got better editing powers
Originally by: Oveur I am not interested in "the lottery sucks" or "more tech 2 blueprints" since that is pretty much stating the obvious 
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