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Orin Auscent
Yulai Heavy Industries Advanced Vector
4
|
Posted - 2014.01.23 22:11:00 -
[1] - Quote
First of all a Q Ship is essentially a decoy ship. it is a merchant ship that has been heavily armed with the express purpose of luring in enemy ships. I propose that we give the same option to people flying transport ships. In the form of a rig or some other medium. It would convert the internal structure of the ship to allow it to handle an expanded weapons load while allowing it to appear like a defenseless target. This would allow pilots to turn the tables on pirates and others who are out looking for a quick buck at the expense of other corporations shipping.
|

Nikk Narrel
Moonlit Bonsai
3912
|
Posted - 2014.01.23 22:19:00 -
[2] - Quote
Deception in general is a good tactic, when available.
Q ships, decoys in general. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Hunter Arngrahm
Deep Core Mining Inc. Caldari State
11
|
Posted - 2014.01.23 23:32:00 -
[3] - Quote
Could just make Pirate variants of all the Industrials that look very similarly and are named exactly like regular industrials. They could be obtained through BPC or conversion through LP stores. Have the turret and launcher mounts hidden until the ship aggresses, at which point they are revealed. Seeing as they would be, essentially, normal ships at this point, they would lose the vast majority of their cargo hold and gain more combat ability.
I'd say there should be some visual indication as to the nature of the ship, though. Something that isn't obvious, but something you could spot by actually clicking "look at" and examining the ship.
EDIT: Unfortunately, being named the same would make searching for them in the market confusing, but if they're not named the same, someone can simply glance at the overview and know exactly what it is. |

Orin Auscent
Yulai Heavy Industries Advanced Vector
4
|
Posted - 2014.01.24 17:23:00 -
[4] - Quote
well the basic purpose of the ship would be that you have no idea what you are getting into until it is to late. so whatever it would be armed with would be disguised well enough to fool the casual observer.
which is why I recommended that it be an after market rig of some kind. that way it would complete the deception allowing players to effectively combat piracy. which just happened to be the real-life purpose of a Q ship. |

Batelle
Komm susser Tod
1375
|
Posted - 2014.01.24 18:17:00 -
[5] - Quote
Its called fitting slots. Lots of non-combat ships have them. Battle orca, battle rorqual, battle industrial, battle hulk, these concepts have existed and seen occasional use for years. "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |

Nikk Narrel
Moonlit Bonsai
3913
|
Posted - 2014.01.24 18:34:00 -
[6] - Quote
Batelle wrote:Its called fitting slots. Lots of non-combat ships have them. Battle orca, battle rorqual, battle industrial, battle hulk, these concepts have existed and seen occasional use for years. That's all well and good, but when you see a ship currently, you automatically know it has predictable limits.
These ship's designs have some flexibility, but ultimately they are pigeon holed quite easily.
Now, the battle badger would be a more serious threat, if it could mount more weapons in exchange for sacrificing cargo space.
Some might think that this infringes on other ship classes, but the differences between a badger and a cruiser are more than just high slots and cargo room. And for those who object at being fooled by an expectation of helplessness, just no.
EVE already has precedent for this type of design, as per ships in game already: The Chimera's design is based upon the Kairiola, a vessel holding tremendous historical significance for the Caldari. Initially a water freighter, the Kairiola was refitted in the days of the Gallente-Caldari war to act as a fighter carrier during the orbital bombardment of Caldari Prime.
The original Chimera itself was a Q ship. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Silvetica Dian
Manson Family Advent of Fate
643
|
Posted - 2014.01.24 18:39:00 -
[7] - Quote
Nikk Narrel wrote:Batelle wrote:Its called fitting slots. Lots of non-combat ships have them. Battle orca, battle rorqual, battle industrial, battle hulk, these concepts have existed and seen occasional use for years. That's all well and good, but when you see a ship currently, you automatically know it has predictable limits. These ship's designs have some flexibility, but ultimately they are pigeon holed quite easily. Now, the battle badger would be a more serious threat, if it could mount more weapons in exchange for sacrificing cargo space. Some might think that this infringes on other ship classes, but the differences between a badger and a cruiser are more than just high slots and cargo room. And for those who object at being fooled by an expectation of helplessness, just no. EVE already has precedent for this type of design, as per ships in game already: The Chimera's design is based upon the Kairiola, a vessel holding tremendous historical significance for the Caldari. Initially a water freighter, the Kairiola was refitted in the days of the Gallente-Caldari war to act as a fighter carrier during the orbital bombardment of Caldari Prime. The original Chimera itself was a Q ship.
I have killed a few ships with a battle badger. I have since learned that the hoarder makes a much better combat ship. My corp mate often flys combat mining barges and they are great for provoking fights. You can radically change most ships engagement envelopes with different fits. You already have the tools to do what you want. here is a list of all the fiat currencies that didn't end up at zero value.....and here is a list of the places where a currency pegged to a real commodity has successfully co-existed with compound interest....-á Here is a physics professor explaining why sustainable growth isn't a thing http://www.youtube.com/watch?v=F-QA2rkpBSY |

Leafar Nightfall
Angels and Demons Inc. Mordus Angels
120
|
Posted - 2014.01.24 18:46:00 -
[8] - Quote
I have tought of that once... I miss having something like a smuggler ship I don't know how much work this would need, but I like it
Of course, this should apply:
Nikk Narrel wrote: Now, the battle badger would be a more serious threat, if it could mount more weapons in exchange for sacrificing cargo space. .
What I can immediatly think of is simply giving turrets/launcher slots to the transport ships. I'm not sure if their PG and CPU are balanced enough for this, but the idea would be forcing the pilot to use fitting modules as auxilliary power cores and CPU enhancers to fit the guns, limiting their cargo usage
|

Nikk Narrel
Moonlit Bonsai
3913
|
Posted - 2014.01.24 18:54:00 -
[9] - Quote
Silvetica Dian wrote:I have killed a few ships with a battle badger. I have since learned that the hoarder makes a much better combat ship. My corp mate often flys combat mining barges and they are great for provoking fights. You can radically change most ships engagement envelopes with different fits. You already have the tools to do what you want. That's not entirely true.
In order to make successful use of such a ship currently, they have to have opponents who failed to compensate for offensive ability at all. In other words, you fought against those who were woefully unprepared.
Seriously, even with a hoarder's three high slots, you are limited to two turrets and a possible utility. And with a powergrid barely half of the lowest cruiser by comparison, you aren't fitting anything overwhelming.
Is an industrial a possible threat? Only to the unprepared, and not a serious one to many of those.
This means, if you see a hoarder, and you are in a cruiser, you know you have the advantage barring outside interference.
Why not make it a glass cannon, potentially, that can ambush would be hunters with unexpected weaponry?
Don't want to come at it from this direction? Fine.
Make the module that let's a minmatar cruiser look like an industrial instead. PvP is best when surprises happen. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Noxisia Arkana
Deadspace Knights
103
|
Posted - 2014.01.24 21:09:00 -
[10] - Quote
The new industrials have a tremendous amount of fitting flexibility. Give them a shot. Plus, an industrial should not be able to compete against a dedicated combat ship. |

Nikk Narrel
Moonlit Bonsai
3914
|
Posted - 2014.01.24 21:22:00 -
[11] - Quote
Noxisia Arkana wrote:The new industrials have a tremendous amount of fitting flexibility. Give them a shot. Plus, an industrial should not be able to compete against a dedicated combat ship. If anything, I would suggest they have a limited alpha ability, with no real sustainable DPS.
This would reflect they had one real shot, and then difficulty keeping up their end of the fight, due to the number of improvised aspects.
(I dunno, something like the extra fittings are put offline since the capacitor cannot maintain firing them)
I think that this is never a real fighting ship, more like a flying one shot device. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Senarian Tyme
Serenity Rising LLC Ishuk-Raata Enforcement Directive
72
|
Posted - 2014.01.25 02:52:00 -
[12] - Quote
Ok as a fan of old WW2 history I like the idea of being able to create proper Q Ships.
How about a somewhat unorthadox solution to this?
Don't introduce a new pirate ship, but introdude a pirate rig which is limited to industrial ship hull types, and uses enough calibration points that only one can be fit. (after modification ship would have about 175 calibration and 2 rigs slots available.)
This rig would be more akin to a single use subsystem as it would do extensive overhauls to the hull nerfing cargo, adding PG, CPU, speed, agility and even fitting slots of various types (depending on which pirate rig type was utilized.)
The rigging itself could cost about the same as a standard Pirate cruiser.
This would result in the ship showing up as a basic transport yet, since the core hull is still the same. A tactical scanner would be required to identify the true nature of the ship. The modified ship would also not show up on the market but would natrually still be available on contracts. |

Anomaly One
Imperial Academy Amarr Empire
189
|
Posted - 2014.01.25 03:00:00 -
[13] - Quote
Hunter Arngrahm wrote:Could just make Pirate variants of all the Industrials that look very similarly and are named exactly like regular industrials. They could be obtained through BPC or conversion through LP stores. Have the turret and launcher mounts hidden until the ship aggresses, at which point they are revealed. Seeing as they would be, essentially, normal ships at this point, they would lose the vast majority of their cargo hold and gain more combat ability.
I'd say there should be some visual indication as to the nature of the ship, though. Something that isn't obvious, but something you could spot by actually clicking "look at" and examining the ship.
EDIT: Unfortunately, being named the same would make searching for them in the market confusing, but if they're not named the same, someone can simply glance at the overview and know exactly what it is.
hmm pirate transport ships, this a much better idea!
Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E http://www.youtube.com/watch?v=5l_ZjVyRxx4 Trust me, I'm an Anomaly. DUST 514 FOR PC |

ShahFluffers
Ice Fire Warriors Late Night Alliance
4743
|
Posted - 2014.01.25 03:51:00 -
[14] - Quote
Nikk Narrel wrote:Batelle wrote:Its called fitting slots. Lots of non-combat ships have them. Battle orca, battle rorqual, battle industrial, battle hulk, these concepts have existed and seen occasional use for years. That's all well and good, but when you see a ship currently, you automatically know it has predictable limits. These ship's designs have some flexibility, but ultimately they are pigeon holed quite easily. To be fair... Q-ships had the same problem. They were originally "trade" ships and even with major modifications they could never match a real combat ship in a direct, all-out confrontation.
The idea behind them was that...
- heavy ammunition like torpedoes were in limited supply when far from a resupply port. - why would a submarine waste precious torpedoes on a ship that could be taken with "lighter," close range weapons?
In EVE... - we have no shortage of "heavy ammunition" - if you are fit for PvP there is no "skimping" on firepower. You throw out as much damage as you have as quickly as possible.
Currently we have a situation where "battle haulers" can somewhat take advantage of the latter fairly well... provided it's the right kind of target. I just don't see Q-ships as being truly viable in the way that people here are imagining them. I mean... the closest thing we have to submarines are Stealth Bombers and anything that can web-scram them can already kill them pretty handily. Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective. |

Orin Auscent
Yulai Heavy Industries Advanced Vector
6
|
Posted - 2014.01.25 05:17:00 -
[15] - Quote
Senarian Tyme wrote:Ok as a fan of old WW2 history I like the idea of being able to create proper Q Ships.
How about a somewhat unorthadox solution to this?
Don't introduce a new pirate ship, but introdude a pirate rig which is limited to industrial ship hull types, and uses enough calibration points that only one can be fit. (after modification ship would have about 175 calibration and 2 rigs slots available.)
This rig would be more akin to a single use subsystem as it would do extensive overhauls to the hull nerfing cargo, adding PG, CPU, speed, agility and even fitting slots of various types (depending on which pirate rig type was utilized.)
The rigging itself could cost about the same as a standard Pirate cruiser.
This would result in the ship showing up as a basic transport yet, since the core hull is still the same. A tactical scanner would be required to identify the true nature of the ship. The modified ship would also not show up on the market but would natrually still be available on contracts.
this is pretty much what i had in mind for a first generation test idea for an EVE Q ship. it would allow people piloting transport ships to be able to put a small bit of caution into whoever is trying to steal from them. also think of the possibilities involved, you could run around in dangerous areas playing bait just waiting for someone to jump out at you... and then they realize just how great a mistake they have made.
and if you think about it cannon wise wouldn't a star faring civilization do everything it could to protect its commerce? an anti-commerce raider would have been developed and used at some point even if it was just an experiment. |

Nikk Narrel
Moonlit Bonsai
3915
|
Posted - 2014.01.25 14:58:00 -
[16] - Quote
Orin Auscent wrote:Senarian Tyme wrote:Ok as a fan of old WW2 history I like the idea of being able to create proper Q Ships.
How about a somewhat unorthadox solution to this?
Don't introduce a new pirate ship, but introdude a pirate rig which is limited to industrial ship hull types, and uses enough calibration points that only one can be fit. (after modification ship would have about 175 calibration and 2 rigs slots available.)
This rig would be more akin to a single use subsystem as it would do extensive overhauls to the hull nerfing cargo, adding PG, CPU, speed, agility and even fitting slots of various types (depending on which pirate rig type was utilized.)
The rigging itself could cost about the same as a standard Pirate cruiser.
This would result in the ship showing up as a basic transport yet, since the core hull is still the same. A tactical scanner would be required to identify the true nature of the ship. The modified ship would also not show up on the market but would natrually still be available on contracts. this is pretty much what i had in mind for a first generation test idea for an EVE Q ship. it would allow people piloting transport ships to be able to put a small bit of caution into whoever is trying to steal from them. also think of the possibilities involved, you could run around in dangerous areas playing bait just waiting for someone to jump out at you... and then they realize just how great a mistake they have made. and if you think about it cannon wise wouldn't a star faring civilization do everything it could to protect its commerce? an anti-commerce raider would have been developed and used at some point even if it was just an experiment.
I would support this version.
A good number of fights happen because both sides think they have an advantage over their opponent, and at least one side is wrong about their assumption. This will inspire more assumptions, which means more fights. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Centurax
Eve Engineering Authority Eve Engineering
16
|
Posted - 2014.01.25 15:43:00 -
[17] - Quote
I really like this idea, but there is a much simpler solution to the issue of having an industrial that is converted into a Q ship, skip the conversion and create a new purpose built hull all together.
By creating Escort class ships where:
The damage output is equivalent to a cruiser or battle cruiser, so you can at least bate up to T3s without worrying about being killed instantly, also it will need the ability to fit a big tank. The ship would probably have to have bonuses to things like targeting speed, warp scramble range and tank, maybe damage output as well.
There could be frigate and cruiser sized versions depending on what you intend to bate or escort.
Here is the cool part, assuming that in the wide eve universe someone worked out how to project holograms and decided to combine it with a cloaking device and then you load a BPC into the new "Holo-cloak" modal, so you can look like anything form a Badger to an Orca and it sends out sensor data equivalent to what that type of ship is so you d-scan, warp to the location you see a Badger then it locks you a few seconds later an unloads the contents of its weapons at you. There would have to be some possible limitations to what you can project using the Holo-cloak.
Maybe even have the ability to show a ghost cargo (something that looks good like but in reality doesn't exist). |

ViciousVip3r
Neo Anarchy
0
|
Posted - 2014.01.25 16:25:00 -
[18] - Quote
Cannot project smaller sig on big hull - no pretending to be frig in BS
Works 100% of the time in same sig of actual unit vs projected unit. The more projection sig is off from phisical structure the higher the chance of probes / directional calling the bluff and showing real data instead of fake.
|

silens vesica
Corsair Cartel
2930
|
Posted - 2014.01.25 17:45:00 -
[19] - Quote
Hunter Arngrahm wrote:Could just make Pirate variants of all the Industrials that look very similarly and are named exactly like regular industrials. Because that's *exactly* what real pirates have done, and still do; Convert captured ships to piratical uses.
Quote: They could be obtained through BPC or conversion through LP stores. Have the turret and launcher mounts hidden until the ship aggresses, at which point they are revealed. Seeing as they would be, essentially, normal ships at this point, they would lose the vast majority of their cargo hold and gain more combat ability. Yes.
Tell someone you love them today, because life is short. But scream it at them in Esperanto, because life is also terrifying and confusing.
Didn't vote? Then you voted for NulBloc |

silens vesica
Corsair Cartel
2930
|
Posted - 2014.01.25 18:03:00 -
[20] - Quote
ShahFluffers wrote:Nikk Narrel wrote:Batelle wrote:Its called fitting slots. Lots of non-combat ships have them. Battle orca, battle rorqual, battle industrial, battle hulk, these concepts have existed and seen occasional use for years. That's all well and good, but when you see a ship currently, you automatically know it has predictable limits. These ship's designs have some flexibility, but ultimately they are pigeon holed quite easily. To be fair... Q-ships had the same problem. They were originally "trade" ships and even with major modifications they could never match a real combat ship in a direct, all-out confrontation. Not always true... The German auxiliary cruiser Kormoran went toe-to-toe with the HMAS Sydney, and came off slightly the better. Of course, in this context that means that the Kormoran was left burning and crippled, but she's driven the Sydney to retire; burning, sinking, and combat-incapable whilst the Kormoran remained combat-capable. Eventually, the Kormoran was abandoned as well - but she'd successfully decoyed and destroyed a much larger and more capable vessel. Tell someone you love them today, because life is short. But scream it at them in Esperanto, because life is also terrifying and confusing.
Didn't vote? Then you voted for NulBloc |

ShahFluffers
Ice Fire Warriors Late Night Alliance
4751
|
Posted - 2014.01.25 18:32:00 -
[21] - Quote
silens vesica wrote:ShahFluffers wrote:Nikk Narrel wrote:Batelle wrote:Its called fitting slots. Lots of non-combat ships have them. Battle orca, battle rorqual, battle industrial, battle hulk, these concepts have existed and seen occasional use for years. That's all well and good, but when you see a ship currently, you automatically know it has predictable limits. These ship's designs have some flexibility, but ultimately they are pigeon holed quite easily. To be fair... Q-ships had the same problem. They were originally "trade" ships and even with major modifications they could never match a real combat ship in a direct, all-out confrontation. Not always true... The German auxiliary cruiser Kormoran went toe-to-toe with the HMAS Sydney, and came off slightly the better. Of course, in this context that means that the Kormoran was left burning and crippled, but she's driven the Sydney to retire; burning, sinking, and combat-incapable whilst the Kormoran remained combat-capable. Eventually, the Kormoran was abandoned as well - but she'd successfully decoyed and destroyed a much larger and more capable vessel. When I said "direct, all-out confrontation" I was trying to imply that decoying didn't work (or wasn't a factor). Kormoran was only so successful because it fooled the enemy into getting too close and hit all the critical points too fast... yet was crippled itself from only a few half hazard shots from the Sydney (which proves my point).
The current "battle haulers" can more or less perform exactly the way Q-ships did. What I'm seeing here though are unreasonable expectations on what Q-ships could do... that a Q-ship can take on a cruiser pound for pound... when this just was simply not the case. Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective. |

FT Diomedes
The Graduates RAZOR Alliance
328
|
Posted - 2014.01.25 19:24:00 -
[22] - Quote
Senarian Tyme wrote: Don't introduce a new pirate ship, but introdude a pirate rig which is limited to industrial ship hull types, and uses enough calibration points that only one can be fit. (after modification ship would have about 175 calibration and 2 rigs slots available.)
This rig would be more akin to a single use subsystem as it would do extensive overhauls to the hull nerfing cargo, adding PG, CPU, speed, agility and even fitting slots of various types (depending on which pirate rig type was utilized.)
The rigging itself could cost about the same as a standard Pirate cruiser.
This would result in the ship showing up as a basic transport yet, since the core hull is still the same. A tactical scanner would be required to identify the true nature of the ship. The modified ship would also not show up on the market but would natrually still be available on contracts.
This is the best solution to make more viable Q-Ships.
With that said, a lot of Eve consists in knowing what targets you can take in your ship and what situations you are going to get WTFBBQed. This situation is pretty well balanced right now. If I see an industrial on D-scan, I can attempt to engage it. I know there is the possibility that it is a Battle Nereus and he has a gang waiting next door or a cyno fitted. I take that risk when I go for the kill. Right now, most industrial ships are not fit for battle because they are not perceived to be that good. If every industrial could actually be a combat fit cruiser, then the odds of someone engaging are much lower.
http://eveion.blogspot.com/ |

BogWopit
Imperial Shipment Amarr Empire
2
|
Posted - 2014.01.26 11:10:00 -
[23] - Quote
Tech 3 industrials :) same basic hulls but can take the existing racial t3 subs, altering their ability / defence /offence. Kills quite a few birds that one. You get nullified transport for the 'we want nullified blockade runner' crew. You get an unknown quantity of a target which answers this post. And I'm sure there a butt load of other scenarios that subsystem ready indy's can be useful with.
B. |

Orin Auscent
Yulai Heavy Industries Advanced Vector
13
|
Posted - 2014.02.02 03:10:00 -
[24] - Quote
What might work better would be if you could convert some of the cargo space into drone bays and the like. it would allow you to deploy a force capable of giving you an edge. |

Linkxsc162534
Traps 'R' Us Bask of Fail
32
|
Posted - 2014.02.02 05:27:00 -
[25] - Quote
ShahFluffers wrote:silens vesica wrote:ShahFluffers wrote:Nikk Narrel wrote:Batelle wrote:Its called fitting slots. Lots of non-combat ships have them. Battle orca, battle rorqual, battle industrial, battle hulk, these concepts have existed and seen occasional use for years. That's all well and good, but when you see a ship currently, you automatically know it has predictable limits. These ship's designs have some flexibility, but ultimately they are pigeon holed quite easily. To be fair... Q-ships had the same problem. They were originally "trade" ships and even with major modifications they could never match a real combat ship in a direct, all-out confrontation. Not always true... The German auxiliary cruiser Kormoran went toe-to-toe with the HMAS Sydney, and came off slightly the better. Of course, in this context that means that the Kormoran was left burning and crippled, but she's driven the Sydney to retire; burning, sinking, and combat-incapable whilst the Kormoran remained combat-capable. Eventually, the Kormoran was abandoned as well - but she'd successfully decoyed and destroyed a much larger and more capable vessel. When I said "direct, all-out confrontation" I was trying to imply that decoying didn't work (or wasn't a factor). Kormoran was only so successful because it fooled the enemy into getting too close and hit all the critical points too fast... yet was crippled itself from only a few half hazard shots from the Sydney (which proves my point). The current "battle haulers" can more or less perform exactly the way Q-ships did. What I'm seeing here though are unreasonable expectations on what Q-ships could do... that a Q-ship can take on a cruiser pound for pound... when this just was simply not the case.
I don't think people are wanting to see badgers taking out cruisers left and right. Just for them to be faster and slightly stronger for the loss of storage capability, adn the ability to surpise people.
Also since Eve doesnt model "critical points" that a sneaky can hit. The argument that existing transports are "like" real Qships is laughable. A real Qship could possibly have sank a battleship in a single hit with a good lucky torpedo strike, or more likely left the BS crippled for allied aircraft or ships to finish off. In Eve, even fully battlefit transports can only kill especially stupid frigate pilots.
The goal of what this guy wants as I can tell is frigate dps, below cruiser tank and speed. For the loss of cargo. The guns wouldn't get any bonuses because transport ships just have cargo bonuses. No bonus tank, no bonus speed. It would get a couple extra guns (maybe missiles) when the rig is attached and converts the ship. And a bit more tank. But have storage matching a cruiser (maybe slightly better). Stupid unprepared frigates and cruisers could attack it, and possibly be beaten off depending on how overconfident they were. Thing would still get eaten by anyone how knew what they were doing, or brought more than 1 person. |

Corraidhin Farsaidh
Hello-There
158
|
Posted - 2014.02.02 12:13:00 -
[26] - Quote
Batlleships had multiple defenses against torpedoes, a Q-ship would never have been able to sink one. If I remember correctly they were a WWI idea to counter submarines (which would save torpedoes by surfacing and shooting 'defenceless' merchantmen) and also to act against other unarmed merchantmen. They were never intended and could never stand against a combat vessel in a toe-to-toe fight.
In game terms a Q-Ship would need rigs or some such that would remove cargo space in place of extra guns...the structural integrity of the Q-Ship wouldn't really be any better though as the construction of a hauler wouldn't lend itself to such. A few of them together would be able to take down much larger vessels if they got the first few hits in maybe...but then existing haulers fitted for combat can do so already...
A Q-Ship catching an attacker in scram and web to dictate range could be interesting though. |

Cygnet Lythanea
World Welfare Works Association Independent Faction
399
|
Posted - 2014.02.02 18:13:00 -
[27] - Quote
Corraidhin Farsaidh wrote:They were never intended and could never stand against a combat vessel in a toe-to-toe fight.
As was pointed out earlier, there were instances where they did in fact, stand toe to toe against a combat ship and win.
I do liek the idea of an escort class ship that looks like another ship type. Maybe have the module be passive, but has to have a bpc loaded in it to simulate a certain class of ship.
Unless your thread is limited to how 'awesum!' Eve Online is, ISD will lock the thread.-á You will find it is particularly common if CCP might have to make a public response to the thread subject, as opposed to bury it in the GM que for the forseeable future and then prohibit telling anyone what the GM said, if it's ever answered at all. |

Linkxsc162534
Traps 'R' Us Bask of Fail
32
|
Posted - 2014.02.02 18:30:00 -
[28] - Quote
Corraidhin Farsaidh wrote:Batlleships had multiple defenses against torpedoes, a Q-ship would never have been able to sink one. If I remember correctly they were a WWI idea to counter submarines (which would save torpedoes by surfacing and shooting 'defenceless' merchantmen) and also to act against other unarmed merchantmen. They were never intended and could never stand against a combat vessel in a toe-to-toe fight.
In game terms a Q-Ship would need rigs or some such that would remove cargo space in place of extra guns...the structural integrity of the Q-Ship wouldn't really be any better though as the construction of a hauler wouldn't lend itself to such. A few of them together would be able to take down much larger vessels if they got the first few hits in maybe...but then existing haulers fitted for combat can do so already...
A Q-Ship catching an attacker in scram and web to dictate range could be interesting though.
Battleships did have armor bulges below teh surface to detonate torpedoes away from the primary armor plating, and they worked quite well, but not perfectly. The Indianapolis is a pretty good example, taken down with only 2 torpedoes. To defeat the armor bulges you have to remember many switched to magnetically triggered torps that would detonate under the target ship rather tan against the side.
And no they were never intended to stand against dedicated combat ships. They were used to add AA fire to convoys (kill frigs/drones), threaten surface dwelling subs (cloakies). And in the case of a specific few, they were used as unassuming looking transports used to attack enemy transports and the like. |

Mistress Rose
Es and Whizz
41
|
Posted - 2014.02.03 04:07:00 -
[29] - Quote
Really like this idea....have always been fascinated with the German commerce raiders. A very lively discussion and great ideas all around.
I liberally peppered this thread with "likes"
/mr |

Orin Auscent
Yulai Heavy Industries Advanced Vector
14
|
Posted - 2014.02.04 08:10:00 -
[30] - Quote
Corraidhin Farsaidh wrote:Batlleships had multiple defenses against torpedoes, a Q-ship would never have been able to sink one. If I remember correctly they were a WWI idea to counter submarines (which would save torpedoes by surfacing and shooting 'defenceless' merchantmen) and also to act against other unarmed merchantmen. They were never intended and could never stand against a combat vessel in a toe-to-toe fight.
In game terms a Q-Ship would need rigs or some such that would remove cargo space in place of extra guns...the structural integrity of the Q-Ship wouldn't really be any better though as the construction of a hauler wouldn't lend itself to such. A few of them together would be able to take down much larger vessels if they got the first few hits in maybe...but then existing haulers fitted for combat can do so already...
A Q-Ship catching an attacker in scram and web to dictate range could be interesting though.
that would be interesting. being able to dictate the terms of an engagement would be a great advantage.
also a Q-ship in eve would have to be designed completely different from Q-ships in real life. in eve they would have to be versatile and adaptable to be able to stand a chance against raiders.
as for armor and being able to stand up to combat ships in a straight up fight. no that would not be what you would have them set out to do. unless of course they were operating in consort with other ships, either combat vessels or converted transports. the way they would have to be set up would be a large increase in firepower to stand up for themselves and a large tank to be able to hold for a small amount of time. it would not be for long engagements instead it would be about delivering the largest punch in the shortest amount of time and hoping to either destroy the attacker outright or to cripple him long enough for reinforcements to warp in to destroy him. |

Trii Seo
Flaring Prophet
499
|
Posted - 2014.02.04 10:13:00 -
[31] - Quote
Q-Ship in 3 easy steps!
Step 1: Get an industrial. Tayra/Bestower are actually good for this! Step 2: FIT! Grab a Cynosural Field Generator I, fit as much as tank as you can. Top up with a web and a point! Step 3: Get some friends with either a blops or a titan.
All done! You have your genuine Q-Ship! Let's see the faces of those pirates when they get waaaay more than they bargained for ;) Is it Hotdrop O'Clock yet?
Covert pilots unite! Safer working conditions, less accidental limb loss due to unfortunate Cyno accidents! https://forums.eveonline.com/default.aspx?g=posts&t=258986 |

Corraidhin Farsaidh
Hello-There
163
|
Posted - 2014.02.04 10:19:00 -
[32] - Quote
In Eve terms a sneaky Q-Ship (supported by combat vessels) could be one with web, scram, as many neuts as it has turrets and as much armour tank as it'll take... |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
5
|
Posted - 2014.02.16 01:39:00 -
[33] - Quote
I think we should use the available 'INVENTION' system and have the result show up on the overveiw as the ship it was originally, but ALWAYS 'de-convert' back to that original if it is ever put on the market for sell.
Use the invention system for converting mining vessels, industrials, and freighters; but NOT command industrials or jump freighters
The large cargo/ore holds of these ships could be converted to extra reactor (more energy) , stronger fittings (more slots fitting the faction's particular style), larger drone bays with more bandwidth (fighter bays for the freighters), and/or enhanced shields.
They should NOT effect armor or structure, since the conversions are avoiding any physical changes which may alter the ship's appearance or movement (would be a 'dead give-away' to see a super-tanker using hydro-foils that is wasn't your normal hauler). Thus, it wouldn't be a completely battle-worthy vessel.
With mining vessels, the high slots would still be capable of using mining lasers to fill the greatly-reduced ore holds (for the purpose of convincing would-be attackers the target is actually a mining vessel), but this would block the Q-ship from using that particular high slot for a weapon.
Note Q-ships should NEVER be capable of taking on a dedicated warship of the same size without a surprise factor; but should be able to hold its own or seriously effect a smaller warship, especially when it surprises the opponent.
For this purpose, I think the 'Rapid Fire' missile launcher/direct-firing weapon would be particularly fitting weapon for use on a Q-ship.
Maybe each faction should include bonuses for their prefered style on the Q-ships converted fron their industrials and freighters |

Arthur Aihaken
Embers Children TOHA Conglomerate
2911
|
Posted - 2014.02.16 02:23:00 -
[34] - Quote
Don't forget Merchant Raiders. http://en.wikipedia.org/wiki/Felix_von_Luckner I am currently away, traveling through time and will be returning last week. |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
6
|
Posted - 2014.02.21 03:54:00 -
[35] - Quote
I just thought of another aspect by which a raider/ganker could identify a q-ship... the pilot's history.
If Q-ships were to be enacted (in any form), gankers would quickly learn to leave 'helpless' industrials and mining ships with experianced pilots alone.
The ganker would see the 'target' ship on his overveiw. If he suspected the ship was a Q-ship, he could call up the pilot's history.
Seeing a Venture or mining barge being pilotted by a character with 7 years and numerous wars in his file is likely to convince the ganker to leave that 'target' alone or get help. Neither action is likely to help the 'target' if it is an actual Q-ship.
The time taken to check the pilot's history could be a great help to an actual miner or industrial... making the ganker's challenge that much greater.
I suggest CCP enact a protocol which enables a player to hide his character's history, his name, and/or even his photo. How to activate this precaution should be included into the tutorials and the importance of the action stressed to new players. |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
6
|
Posted - 2014.02.22 01:12:00 -
[36] - Quote
as an alternative, CCP could enact a method of masking the pilot of a ship on the overveiw, the screen, the target display, or any other display of the ship. This would mean the pilot would show in 'local chat', but would not be attributed to any particular ship.
Of course, this would be the choice of the pilot flying the ship, not the person trying to target it.
I imagine seeing a seven year veteran character is in system (but hiding which ship he/she is flying) could make many a ganker hesitate to attack a mining barge whom they can't ID the pilot... if Q-ships were available. |

Ines Tegator
Towels R Us
393
|
Posted - 2014.02.22 02:19:00 -
[37] - Quote
Gentlement. I give you:
[Procurer, Bait]
Drone Damage Amplifier II Damage Control II
Stasis Webifier II Stasis Webifier II Warp Scrambler II Adaptive Invulnerability Field II
Strip Miner I
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Hobgoblin II x5
60k EHP, 122 DPS, 2.8s lock time on a Taranis, dual web and 42.8 passive tank! All this can be yours for a mere 20 million ISK!
Also, it can mine*.
*-for deception purposes only, of course. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
6
|
Posted - 2014.02.22 03:36:00 -
[38] - Quote
I must ask (since I don't know so much about the Procurer), is that excellent example as one can fit a procurer now?
I note the ship does very well as a tank (the procurer's main differance from the other miners), but it's ONLY offensive ability is the five drones.
The main purpose of this discussion is to produce a Q-ship which has the ability to turn the tables on a frigate or destroyer raider or ganker, should the Q-ship get surprise.
To do its duty, the Q-ship needs to be indistinquishable from the miner or industrial it is based on (which you fit does wonderfully), it needs to have a good tank (again, very well done by your fit), and it needs a strong 'first strike'.
Five light drones (even type II Hobgoblins) does not fullfill that high 'Alpha'.
Q-ships don't need good mobility or agility (and won't get such unless it's based on a quick miner or industrial), but they do need some hefty firepower as a first strike.
They do not need to sustain that firepower, which is why the 'rapid-fire' weapons with long reloads are almost ready-made for the purpose. |

Ines Tegator
Towels R Us
394
|
Posted - 2014.02.22 04:07:00 -
[39] - Quote
I see what you're looking for, I was just providing the best currently existing option for it.
The key is the dual webs, which should keep any most any frigate in range long enough for the drones to work. A small neut would be mega helpful in this by disabling the target's afterbruner, if you're willing to give up some of your camouflage. The sheer shock of a miner fighting will give you some time as well, as they probably won't notice they have a fight on their hands until they have significant damage already. There's room for variation in the fit, but the basic idea will be the same.
A master of ambush combat it's not- but it makes a great lure for a gang and can ruin most solo frigates' day. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
6
|
Posted - 2014.02.23 00:38:00 -
[40] - Quote
Ines Tegator wrote:I see what you're looking for, I was just providing the best currently existing option for it.
A master of ambush combat it's not- but it makes a great lure for a gang and can ruin most solo frigates' day.
I admit I'm not very experianced, but most of the gankers I've seen are using destroyers, not frigates. I've seen catalysts, coercers, and thrashers, mostly, but I don't remember seeing any frigates.
Your fit would probably do wonderful for immobilizing a ganker in a catalyst or coercer long enough for team mates to warp in and handle it; but that is not the point of our discussion.
According to our discussion, a Q-ship needs to be able to handle the frigate or destroyer ganker ALONE after baiting him into range.
When I say 'handle', I mean make the ganker hesitate to attack another industrial or miner. After all, we're talking about players with the mentality of finding and ganking targets that have no chance of fighting or escaping... not exactly a mature mentality, there. |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
6
|
Posted - 2014.02.23 00:50:00 -
[41] - Quote
I guess CCP doesn't care how many new players don't convert their 'trial accounts' to subscriptions. They probably don't even try track the conversion rate.
I suspect being ganked by experianced players while trying to learn the game is a serious cut into those conversion rates. I personally know of 7 players who gave it up due to gankers. They were members of my college's gaming club and were testing EvE to see if it was worth playing. They allowed their trial accounts to expire and didn't bother to subscribe BECAUSE they couldn't play the game due to gankers.
I just ran a search of dev posts to see if any of the devs ever mentioned q-ships. none have. that tells me our discussion here is worthless, because the devs aren't even interested . |

JetStream Drenard
EVE University Ivy League
27
|
Posted - 2014.02.23 01:33:00 -
[42] - Quote
TL; dr Awsome idea from the Honor Harrington series of books. +1 |

Ines Tegator
Towels R Us
395
|
Posted - 2014.02.23 03:40:00 -
[43] - Quote
Aalysia Valkeiper wrote: I just ran a search of dev posts to see if any of the devs ever mentioned q-ships. none have. that tells me our discussion here is worthless, because the devs aren't even interested .
Honestly, your post is the first time I've ever heard the term- at least by that name. I wouldn't be surprised if the idea has existed in the past under a different name.
I'm having a hard time seeing where your idea fits into EVE. I like the concept rather a lot. But by destroyer ganking and concern with newbs, we're almost certainly dealing with highsec. Concord is already as Q as Q can get. If they gank, they will die. They know this, and choose to do it anyway. Striking them back is completely irrelevant because they have already accepted their doom.
The procurer I posted is intended to bait roaming frigates in lowsec. In highsec, gankers tend to just ignore procurers because they have too much EHP to gank easily. You seem to be asking for two things; Ambush PVP and Highsec Gank Deterrent. Gank deterrent already exists- it's called the Procurer/Skiff or one of the new tanky industrials. Ambush PVP is a great idea, but I'm confused because it doesn't seem to be what you are after. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
6
|
Posted - 2014.02.24 01:55:00 -
[44] - Quote
Ines Tegator wrote:Aalysia Valkeiper wrote: I just ran a search of dev posts to see if any of the devs ever mentioned q-ships. none have. that tells me our discussion here is worthless, because the devs aren't even interested .
Honestly, your post is the first time I've ever heard the term- at least by that name. I wouldn't be surprised if the idea has existed in the past under a different name. I'm having a hard time seeing where your idea fits into EVE. I like the concept rather a lot. But by destroyer ganking and concern with newbs, we're almost certainly dealing with highsec. Concord is already as Q as Q can get. If they gank, they will die. They know this, and choose to do it anyway. Striking them back is completely irrelevant because they have already accepted their doom. The procurer I posted is intended to bait roaming frigates in lowsec. In highsec, gankers tend to just ignore procurers because they have too much EHP to gank easily. You seem to be asking for two things; Ambush PVP and Highsec Gank Deterrent. Gank deterrent already exists- it's called the Procurer/Skiff or one of the new tanky industrials. Ambush PVP is a great idea, but I'm confused because it doesn't seem to be what you are after.
Historically, the term has had many names. Among those names are covert galley (before the romans) and armed merchant.
The actual term was given to ships taken to military shipyards and converted for military duty. They were crewed by miliary sailors for the expressed purpose of engaging and sinking enemy subs and raiders.
Covert or auxilary cruisers were merchant haul converted in much the same manner to attack and raid enemy merchants and convoys. |

Victoria Thorne
Science and Trade Institute Caldari State
28
|
Posted - 2014.02.24 02:25:00 -
[45] - Quote
Ines Tegator wrote:Aalysia Valkeiper wrote: I just ran a search of dev posts to see if any of the devs ever mentioned q-ships. none have. that tells me our discussion here is worthless, because the devs aren't even interested .
Honestly, your post is the first time I've ever heard the term- at least by that name. I wouldn't be surprised if the idea has existed in the past under a different name. I'm having a hard time seeing where your idea fits into EVE. I like the concept rather a lot. But by destroyer ganking and concern with newbs, we're almost certainly dealing with highsec. Concord is already as Q as Q can get. If they gank, they will die. They know this, and choose to do it anyway. Striking them back is completely irrelevant because they have already accepted their doom.
I think the closest you could come in high-sec would be a ship capable of lying about its tank if scanned. Something that looks & scans like a Mackinaw, but tanks like a Skiff. (And mines like a Venture to keep the balance.) By itself, it would be worthless, but if you had a mining corp that deployed them on a regular basis, it would act as a deterrent. The idea being to throw an unexpected wrench in the "I need x # of cats to attack this target" equation.
I haven't mined in a year or so though, so it doesn't matter much to me. Back when there were jet-cans, something like that would have been a fun little ship to have... |

Nikk Narrel
Moonlit Bonsai
3963
|
Posted - 2014.02.24 15:11:00 -
[46] - Quote
Victoria Thorne wrote: (And mines like a Venture to keep the balance.) You may be underestimating the Venture.
Using Veldspar as an example Ore, I can only outmine the little frig with a Skiff by either: Dropping one of the low slot defensive items to fit a MLU2 & fitting at least 3 mining drone IIs
(This in order to match an effective defensive fit on a venture that includes 2 mining drone IIs)
OR Using 4 or more mining drone IIs
(Same defensive Venture fit as before, EFT logs it as outputting 909 Veldspar per minute, as averaged out considering cycle timing) Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Victoria Thorne
Science and Trade Institute Caldari State
29
|
Posted - 2014.02.24 15:21:00 -
[47] - Quote
Good point. I've never used a Venture. You'd probably have to cut the mining yield further then. The point of a ship like that is not to mine, but to look like it's mining. |

JetStream Drenard
EVE University Ivy League
33
|
Posted - 2014.02.26 02:01:00 -
[48] - Quote
Victoria Thorne wrote:
I think the closest you could come in high-sec would be a ship capable of lying about its tank if scanned. Something that looks & scans like a Mackinaw, but tanks like a Skiff. (And mines like a Venture to keep the balance.) By itself, it would be worthless, but if you had a mining corp that deployed them on a regular basis, it would act as a deterrent. The idea being to throw an unexpected wrench in the "I need x # of cats to attack this target" equation.
I haven't mined in a year or so though, so it doesn't matter much to me. Back when there were jet-cans, something like that would have been a fun little ship to have...
It would also have to have 'hidden' or invisible weapons or just looking at it would give away that it was an armed merchantman. In the Honor Harrington series the author had all weapons bays covered by sliding doors which looked like regular hull, so you would also need to deploy the weapons before use... And I cant remember if this was mentioned, but the cargo hold would have to be no bigger then a battleship hold or else it would just be an OP transport. |

Hasikan Miallok
Republic University Minmatar Republic
303
|
Posted - 2014.02.26 02:14:00 -
[49] - Quote
With 15 m3 drone bandwidth for Warriors and EWAR per boat and the ability to squeeze in a LSE small gangs of Nereus can actually be quite nasty, especially as people never think that 3 or 4 Nereus on a gate are part of the same gang (whereas 4 or more 'nados or catalysts is way suspicious). |

Milton Middleson
Rifterlings Point Blank Alliance
462
|
Posted - 2014.02.26 07:05:00 -
[50] - Quote
Komoran vs Sydney is a literally unique situation. I also feel obliged to point out that actual Q-ships were mostly miserable failures. Armed merchantmen overall have a better record, but they were generally commerce raiders, not disguised ASW ships.
As others have said, you already have the ability to make Q-ship type industrials. If you want a more combat capable hauling ship, an Indiaman-type class of hulls probably makes more sense than a Q-ship. |

Kenrailae
Mind Games. Suddenly Spaceships.
242
|
Posted - 2014.02.26 11:42:00 -
[51] - Quote
Little late to the thread so sorry if I missed, But could this effect be achieved with effectively a bastion module for transports?
2-300% rep amount 75% cap usage reduction 1-200% damage increase High Fitting requirements(for the ship class intended for)
Or something along those lines, fit only to Blockade runners and transports. Yes it'd be very visible at scan, but one wouldn't know if it were fit or not or active/online, etc.
It'd never hold up to a combat ship. But it'd definitely surprise a few people too. The Law is a point of View |

Nikk Narrel
Moonlit Bonsai
3967
|
Posted - 2014.02.26 14:31:00 -
[52] - Quote
Then consider making a flat out different ship entirely.
It only needs two aspects, in order to be mistaken for the intended soft target, the name and the appearance.
These could be sold on market or contracts as Q or FAUX versions of the ship in question.
It should cost twice as much as the closest comparable PvP oriented hull.
But, on the overview, it would report it's identity as the soft target, and scan as the soft target. The hull would appear the same as the soft target.
Noone has the right to a predictable kill, and while we are never guaranteed success, we all have the right to fool others. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

JetStream Drenard
EVE University Ivy League
33
|
Posted - 2014.02.26 15:54:00 -
[53] - Quote
Another thought... even though it could not carry that much, it would make surprise possible, if the ship when scanned could 'show' a fake cargo. It would be so funny to look like your carrying a few billion out more, just to find out that you are deadly to most pirates. |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
6
|
Posted - 2014.02.27 05:20:00 -
[54] - Quote
JetStream Drenard wrote:Another thought... even though it could not carry that much, it would make surprise possible, if the ship when scanned could 'show' a fake cargo. It would be so funny to look like your carrying a few billion out more, just to find out that you are deadly to most pirates.
like an updated version of the 'window' or 'chaff' used today to fool palse radars. we even have 'active' repeaters that make a target seem bigger or different to radar |

Arthur Aihaken
Perkone Caldari State
2954
|
Posted - 2014.02.27 06:10:00 -
[55] - Quote
Nikk Narrel wrote:These could be sold on market or contracts as Q or FAUX versions of the ship in question. Why not just offer these as retrofit options for existing hulls? I am currently away, traveling through time and will be returning last week. |

Nikk Narrel
Moonlit Bonsai
3974
|
Posted - 2014.02.27 14:50:00 -
[56] - Quote
Arthur Aihaken wrote:Nikk Narrel wrote:These could be sold on market or contracts as Q or FAUX versions of the ship in question. Why not just offer these as retrofit options for existing hulls? It could be done either way, in my opinion.
It is the end result I feel needs the priority, in this case. That said, on the market, there would need to be some means of telling them apart. Even a MODIFIED stamp would do. (Possibly we could all assume the really expensive ones are the Q versions, but this leads to deliberate scams on the market.) (Market scamming doesn't need help, IMHO) Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

JetStream Drenard
EVE University Ivy League
34
|
Posted - 2014.02.27 15:00:00 -
[57] - Quote
Aalysia Valkeiper wrote:JetStream Drenard wrote:Another thought... even though it could not carry that much, it would make surprise possible, if the ship when scanned could 'show' a fake cargo. It would be so funny to look like your carrying a few billion out more, just to find out that you are deadly to most pirates. like an updated version of the 'window' or 'chaff' used today to fool palse radars. we even have 'active' repeaters that make a target seem bigger or different to radar More like a item in cargo or a mod that can be programmed to display whatever cargo you want it to when cargo scanned. For instance you could program it to show 40b in officer mods or 5 billion in T2 hulls or whatever, only when cargo scanned. This is just to keep up the deception that it is a real freighter. |

Corraidhin Farsaidh
Hello-There
219
|
Posted - 2014.02.27 15:08:00 -
[58] - Quote
Q-ship conversions could be rigs that allow extra weapons mounts on existing hulls. They wouldn't show up on scans and would give improved firepower to the cargo ship but at the expense of cargo space being drastically cut due to the weapons systems taking the space. |

Nikk Narrel
Moonlit Bonsai
3974
|
Posted - 2014.02.27 15:32:00 -
[59] - Quote
Corraidhin Farsaidh wrote:Q-ship conversions could be rigs that allow extra weapons mounts on existing hulls. They wouldn't show up on scans and would give improved firepower to the cargo ship but at the expense of cargo space being drastically cut due to the weapons systems taking the space. I believe this is a core concept, given simplest explanation. I would even expand this, to allow a rig slot for each slot type being expanded, so that you could opt for incredible defensive ability instead of just shooting above expectations.
That said, you are expanding rigs into the territory previously reserved for subsystems on T3's. I have no idea how difficult this would be to code, suggesting it might be more practical for "canned" versions rather than this. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
6
|
Posted - 2014.02.28 05:14:00 -
[60] - Quote
Nikk Narrel wrote:Corraidhin Farsaidh wrote:Q-ship conversions could be rigs that allow extra weapons mounts on existing hulls. They wouldn't show up on scans and would give improved firepower to the cargo ship but at the expense of cargo space being drastically cut due to the weapons systems taking the space. I believe this is a core concept, given simplest explanation. I would even expand this, to allow a rig slot for each slot type being expanded, so that you could opt for incredible defensive ability instead of just shooting above expectations. That said, you are expanding rigs into the territory previously reserved for subsystems on T3's. I have no idea how difficult this would be to code, suggesting it might be more practical for "canned" versions rather than this.
Such as my idea to use the 'invention' system. The invention system would do 2 other things as well.
1> it would make the converted ship expensive enough so it wouldn't be desirable for 'suicide-ganking'
2> it would tend to ensure the pilots are more experianced than the pilots of the ships they are imitating.
In any case, I think we need a system where ANYONE can hide who the pilot of their ship is. |

Hasikan Miallok
Republic University Minmatar Republic
323
|
Posted - 2014.02.28 05:21:00 -
[61] - Quote
You know you can achieve all this with a bait ship and an escort fleet. |

Meandering Milieu
FML LLC
3
|
Posted - 2014.02.28 05:54:00 -
[62] - Quote
Everything wanting to be done here is actually doable by adding more T3 ships. I'd love to see T3 frigs, BCs, and a T3 indy. Subsystems have the ability to alter a ship entirely. Just make it so that different subsytems for the T3 indy don't change the ship model, and make one of its subsytems give it immunity to ship scans.
That Indy could be just a hauler, or a super miner, or a gas harvester, or it could be a combat ship in disguise with the EHP of a moderately tanked BC (thinking 30-50k ehp, depending on balance) and the DPS of a combat frig.
The gankers just don't know. |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
6
|
Posted - 2014.03.01 18:22:00 -
[63] - Quote
Meandering Milieu wrote:Everything wanting to be done here is actually doable by adding more T3 ships. I'd love to see T3 frigs, BCs, and a T3 indy. Subsystems have the ability to alter a ship entirely. Just make it so that different subsytems for the T3 indy don't change the ship model, and make one of its subsytems give it immunity to ship scans.
That Indy could be just a hauler, or a super miner, or a gas harvester, or it could be a combat ship in disguise with the EHP of a moderately tanked BC (thinking 30-50k ehp, depending on balance) and the DPS of a combat frig.
The gankers just don't know.
I like how you think. |

Nikk Narrel
Moonlit Bonsai
3974
|
Posted - 2014.03.02 00:11:00 -
[64] - Quote
Aalysia Valkeiper wrote:Meandering Milieu wrote:Everything wanting to be done here is actually doable by adding more T3 ships. I'd love to see T3 frigs, BCs, and a T3 indy. Subsystems have the ability to alter a ship entirely. Just make it so that different subsytems for the T3 indy don't change the ship model, and make one of its subsytems give it immunity to ship scans.
That Indy could be just a hauler, or a super miner, or a gas harvester, or it could be a combat ship in disguise with the EHP of a moderately tanked BC (thinking 30-50k ehp, depending on balance) and the DPS of a combat frig.
The gankers just don't know. I like how you think. So, like the current strategic cruisers are to regular cruisers, you are proposing a BC class equivalent.
Specifically, one that could include realistic potential for mining and hauling.
Given the probable cost as the balance point for this, I would say yes, great idea. I think it can even match or exceed the yield of a maxxed out Hulk fairly, considering that it would probably have a billion ISK price tag to achieve this.
A mining ship capable of fighting, but at a cost prohibitive to those not certain of themselves, sounds to me like it could be balanced. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Meandering Milieu
FML LLC
7
|
Posted - 2014.03.05 11:11:00 -
[65] - Quote
Nikk Narrel wrote:Aalysia Valkeiper wrote:Meandering Milieu wrote:Everything wanting to be done here is actually doable by adding more T3 ships. I'd love to see T3 frigs, BCs, and a T3 indy. Subsystems have the ability to alter a ship entirely. Just make it so that different subsytems for the T3 indy don't change the ship model, and make one of its subsytems give it immunity to ship scans.
That Indy could be just a hauler, or a super miner, or a gas harvester, or it could be a combat ship in disguise with the EHP of a moderately tanked BC (thinking 30-50k ehp, depending on balance) and the DPS of a combat frig.
The gankers just don't know. I like how you think. So, like the current strategic cruisers are to regular cruisers, you are proposing a BC class equivalent. Specifically, one that could include realistic potential for mining and hauling. Given the probable cost as the balance point for this, I would say yes, great idea. I think it can even match or exceed the yield of a maxxed out Hulk fairly, considering that it would probably have a billion ISK price tag to achieve this. A mining ship capable of fighting, but at a cost prohibitive to those not certain of themselves, sounds to me like it could be balanced.
Well actually I was proposing a Frig, Indy, and BC class equivalent. If you put subsystems on the indy version correctly, it would look like an indy ship, but tank like a BC and dps like an assault frig. With that setup I wouldn't think it could outmine a hulk. However other configurations would ideally let it outmine a hulk, or haul somewhere in between your average hauler and a freighter (giving people that much desired middle ground that has been proposed several times. ) as well as other possible roles.
But yes, an indie ship that could fight moderately at a substantial price tag, basically as you say. Mostly I just want more T3 options. |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
7
|
Posted - 2014.03.07 06:50:00 -
[66] - Quote
Hasikan Miallok wrote:You know you can achieve all this with a bait ship and an escort fleet.
The whole purpose here to to have a ship that is both the bait (because the ganker thinks it's a 'soft' target) AND the trap (because the ganker is wrong). |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1006
|
Posted - 2014.03.07 07:24:00 -
[67] - Quote
Q-ships exist in EVE. They are called put what you want in your slots. Ever heard of the Battle Badger? It's one of many great Q-ship designs.
What you are asking for is magic. Build your own Q-ships. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) And bring back the missile Inquisitor!! |

JetStream Drenard
EVE University Ivy League
47
|
Posted - 2014.03.07 09:34:00 -
[68] - Quote
Reaver Glitterstim wrote:Q-ships exist in EVE. They are called put what you want in your slots. Ever heard of the Battle Badger? It's one of many great Q-ship designs.
What you are asking for is magic. Build your own Q-ships. What you are saying is best described as combat capability in a industrial hull, which has no combat bonuses, and the ehp of a frigate
What this thread is proposing is a combat capability in a combat hull disguised as an industrial, with bonuses, ehp, and resists to tank several gank fit attack battle cruisers. |

Corraidhin Farsaidh
Hello-There
264
|
Posted - 2014.03.07 09:55:00 -
[69] - Quote
Actually I disagree there, the point of a Q-Ship was commerce raider, it was disguised to cause maximum chaos amongst the enemy goods shipping. That wouldn't work in eve so here I would think the tank should hold up better against typical gank groups of several dessies, definitely not several BC's! |

JetStream Drenard
EVE University Ivy League
47
|
Posted - 2014.03.07 10:27:00 -
[70] - Quote
Heh, my reach exceeds my grasp. |

WaterMarks
Khanid Armament
1
|
Posted - 2014.03.07 14:44:00 -
[71] - Quote
Silvetica Dian wrote:Nikk Narrel wrote:Batelle wrote:Its called fitting slots. Lots of non-combat ships have them. Battle orca, battle rorqual, battle industrial, battle hulk, these concepts have existed and seen occasional use for years. That's all well and good, but when you see a ship currently, you automatically know it has predictable limits. These ship's designs have some flexibility, but ultimately they are pigeon holed quite easily. Now, the battle badger would be a more serious threat, if it could mount more weapons in exchange for sacrificing cargo space. Some might think that this infringes on other ship classes, but the differences between a badger and a cruiser are more than just high slots and cargo room. And for those who object at being fooled by an expectation of helplessness, just no. EVE already has precedent for this type of design, as per ships in game already: The Chimera's design is based upon the Kairiola, a vessel holding tremendous historical significance for the Caldari. Initially a water freighter, the Kairiola was refitted in the days of the Gallente-Caldari war to act as a fighter carrier during the orbital bombardment of Caldari Prime. The original Chimera itself was a Q ship. I have killed a few ships with a battle badger. I have since learned that the hoarder makes a much better combat ship. My corp mate often flys combat mining barges and they are great for provoking fights. You can radically change most ships engagement envelopes with different fits. You already have the tools to do what you want.
try a battle Bestower epic fun -Fly Reckless- |

Nikk Narrel
Moonlit Bonsai
3990
|
Posted - 2014.03.07 15:06:00 -
[72] - Quote
WaterMarks wrote:Silvetica Dian wrote:I have killed a few ships with a battle badger. I have since learned that the hoarder makes a much better combat ship. My corp mate often flys combat mining barges and they are great for provoking fights. You can radically change most ships engagement envelopes with different fits. You already have the tools to do what you want. try a battle Bestower epic fun I feel that this is a novelty approach.
It could be fun, but the required circumstances for this seem unlikely to me.
In high sec, it is probable to operate at a loss, thanks to obvious reasons. In null, sneaking such a vessel past gate camps seems unlikely to me.
If you plan to use an ambush, then I expect you are relying more than anything else on the rapid appearance of allies to seal the deal, as the ships you described seem incapable of beating covert threats, much less front line PvP opponents. For this, you need tank and often points, to hold them for the real celebration.
I am thinking this is asking for ways to compromise the expected use of the ship, so that they can mislead opponents into fighting them directly. This only makes sense, in my opinion, if the modified ship has a realistic chance, if not actual combat superiority.
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
7
|
Posted - 2014.03.11 20:20:00 -
[73] - Quote
After reading the dev blogs on just providing a new paint scheme for ships, I realized the core game program would require any actual 'q-ship' to havea different class name than the ship it is designed from.
This would defeat the entire concept of the q-ship because the prospective 'attacker/victim' could look on the overveiw or screen display and recognize he was approaching a warship in a bad disguise.
Someone earlier proposed using rigs to convert a miner or industrial to a q-ship. I think this is the way to go, now.
The 'combat rig' could provide a high slot, some capacitor value, and some shield bonus. The disadvantage would be the amount of ore hold or cargo hold the rig would fill.
EXAMPLE: a 'small combat miner rig' could require 1500 m3 of ore hold. Thus, 3 could be put on a Venture mining frigate and leave very little ore hold for mining operation. it would add a high slot for a small turret it would add enough energy and enough shield so 3 of them would effectively double the Venture's power and shield EACH rig would also add to the regeneration of the capacitor
thus, the refitted Venture would still display as a Venture on the overveiw and the screen, it would now sport 5 high slot (2 are the original mining laser slots), and have a decent shield tank to counter the DPS of the unknowing attacker. |

Hasikan Miallok
Republic University Minmatar Republic
413
|
Posted - 2014.03.11 23:31:00 -
[74] - Quote
Aalysia Valkeiper wrote:After reading the dev blogs on just providing a new paint scheme for ships, I realized the core game program would require any actual 'q-ship' to havea different class name than the ship it is designed from.
This would defeat the entire concept of the q-ship because the prospective 'attacker/victim' could look on the overveiw or screen display and recognize he was approaching a warship in a bad disguise.
Someone earlier proposed using rigs to convert a miner or industrial to a q-ship. I think this is the way to go, now.
The 'combat rig' could provide a high slot, some capacitor value, and some shield bonus. The disadvantage would be the amount of ore hold or cargo hold the rig would fill.
EXAMPLE: a 'small combat miner rig' could require 1500 m3 of ore hold. Thus, 3 could be put on a Venture mining frigate and leave very little ore hold for mining operation. it would add a high slot for a small turret it would add enough energy and enough shield so 3 of them would effectively double the Venture's power and shield EACH rig would also add to the regeneration of the capacitor
thus, the refitted Venture would still display as a Venture on the overveiw and the screen, it would now sport 5 high slot (2 are the original mining laser slots), and have a decent shield tank to counter the DPS of the unknowing attacker.
Still going to get splatted by one 'nado.
|

Corraidhin Farsaidh
Hello-There
273
|
Posted - 2014.03.11 23:42:00 -
[75] - Quote
Aalysia Valkeiper wrote:After reading the dev blogs on just providing a new paint scheme for ships, I realized the core game program would require any actual 'q-ship' to havea different class name than the ship it is designed from.
This would defeat the entire concept of the q-ship because the prospective 'attacker/victim' could look on the overveiw or screen display and recognize he was approaching a warship in a bad disguise.
Someone earlier proposed using rigs to convert a miner or industrial to a q-ship. I think this is the way to go, now.
The 'combat rig' could provide a high slot, some capacitor value, and some shield bonus. The disadvantage would be the amount of ore hold or cargo hold the rig would fill.
EXAMPLE: a 'small combat miner rig' could require 1500 m3 of ore hold. Thus, 3 could be put on a Venture mining frigate and leave very little ore hold for mining operation. it would add a high slot for a small turret it would add enough energy and enough shield so 3 of them would effectively double the Venture's power and shield EACH rig would also add to the regeneration of the capacitor
thus, the refitted Venture would still display as a Venture on the overveiw and the screen, it would now sport 5 high slot (2 are the original mining laser slots), and have a decent shield tank to counter the DPS of the unknowing attacker.
That was my intention for the rigs...would even allow a group of venture to use two mining lasers and fool hunters whilst still having 3 guns each to group shoot the attackers...
|

Aalysia Valkeiper
Imperial Shipment Amarr Empire
8
|
Posted - 2014.03.13 00:50:00 -
[76] - Quote
Hasikan Miallok wrote:[quote=Aalysia Valkeiper]
Still going to get splatted by one 'nado.
and when was the last time you saw somebody go suicide ganking in high sec with a tornado or any other battleship?
this thread (as far as I see) is how to best alter miners and industrials to counter suicide gankers in high sec without assistance from other ships (and without being killed in the process) |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
11
|
Posted - 2014.03.13 23:36:00 -
[77] - Quote
Another thing on making rigs to enable miners and industrials to counter suicide gankers...
Rigs can easily be designed by CCP to not be usable outside their intended purpose. Thus, you wouldn't have a player using a ship with EXPENSIVE combat rigs to go ganking in high sec (at least, not more than twice).
CCP can also make the skill requirements high enough so that only experianced players will be using combat rigs. Something like "Jerry-Rigging 5" and max the skills required by the weapons/modules the player may wish to install.
I'm thinking (for the 'small combat miner rig' ) "small energy turret 5", "small hybrid turret 5", "small projectile turret 5", "small missile launcher 5", "small energy vampire 5", ect. |

nia starstryder
Blitzkrieg.
0
|
Posted - 2014.03.21 14:45:00 -
[78] - Quote
I would like it if there was a way to hide what your ship showed when it was scanned. Who will attack a indy or freighter that is empty or has things in its cargo like reactors.
while having a rig attached would be one way to do it, you really should have the ability to load drones and such in your cargo (for ships that don't have any drone capacity). Of course this would limit your cargo that much more.
What I would see this ship used for is going after suicide gankers. Since that usually happens at gates, the ship would automatically be set to 'duel: fleet to fleet' when it was attacked. |

nia starstryder
Blitzkrieg.
0
|
Posted - 2014.03.22 08:03:00 -
[79] - Quote
Aalysia Valkeiper wrote:After reading the dev blogs on just providing a new paint scheme for ships, I realized the core game program would require any actual 'q-ship' to havea different class name than the ship it is designed from.
This would defeat the entire concept of the q-ship because the prospective 'attacker/victim' could look on the overveiw or screen display and recognize he was approaching a warship in a bad disguise.
not if I understand what they are doing. I haven't seen any of the recolored ships, but they wouldn't necessarily have a different name in the overview. also, when they change things up it will be so that they will keep the same core name, thus any ship built that way would have the same name as a normal ship of that class.
|

Aalysia Valkeiper
Imperial Shipment Amarr Empire
11
|
Posted - 2014.03.22 20:50:00 -
[80] - Quote
Since the new painting schemes are now enacted, we should be seeing them soon enough.
The fact that they are presented in the market as totally different (and more expensive) ships says something. |

DrysonBennington
Eagle's Talon's
75
|
Posted - 2014.03.22 21:02:00 -
[81] - Quote
Maybe a Q-Ship could be a POS Syphon Unit converted into a ship that could sneak around belts plinkering items from cans, barge holds and industrial holds and depots.
With every cycle of the Syphon there would be the possibility that the event would fail causing immediate aggro towards the Q-Syphon Ship.
This type of ship would have rigs that would reduce the chance of the internal system of the ship recognizing an intruder was present as well as needing a special high slot modules to effectively target the ship specific systems that would be necessary to counter in order to hack the ship.
Although the Q-Syphon Ship would need to have many new skills trained to fly it as it would be a T2 ship right out the gate any other pilot in New Eden would only have to train a set of skills not associated with modules to counter the Q-Syphon Ship which I would affectionately dub the "Troll" or Bodach in modern Scottish Gaelic. |

nia starstryder
Blitzkrieg.
2
|
Posted - 2014.03.23 04:40:00 -
[82] - Quote
Aalysia Valkeiper wrote:Since the new painting schemes are now enacted, we should be seeing them soon enough.
The fact that they are presented in the market as totally different (and more expensive) ships says something.
In market, yes but what about the overview. That's where the problem with the q-ships showing up differently would matter. I think they would show up exactly like other ships of their class and type. The entire point is that you would not know they were different until you attacked. |

nia starstryder
Blitzkrieg.
2
|
Posted - 2014.03.23 04:46:00 -
[83] - Quote
DrysonBennington wrote:Maybe a Q-Ship could be a POS Syphon Unit converted into a ship that could sneak around belts plinkering items from cans, barge holds and industrial holds and depots.
With every cycle of the Syphon there would be the possibility that the event would fail causing immediate aggro towards the Q-Syphon Ship.
This type of ship would have rigs that would reduce the chance of the internal system of the ship recognizing an intruder was present as well as needing a special high slot modules to effectively target the ship specific systems that would be necessary to counter in order to hack the ship.
Although the Q-Syphon Ship would need to have many new skills trained to fly it as it would be a T2 ship right out the gate any other pilot in New Eden would only have to train a set of skills not associated with modules to counter the Q-Syphon Ship which I would affectionately dub the "Troll" or Bodach in modern Scottish Gaelic.
A q-syphon ship would be completely different ship. In ww2, Germans had raider ship whose function was to attack merchants, but the allies had ships that did not attack merchant ships. These latter ships were the ones called q-ships and there function WAS to go after warships. on their own, they could take on subs and frigate and on occasions when they were teamed with subs, they could bait bigger ships in to following them towards the subs. They were built to take a lot of damage and stay afloat.
The q-syphon would be more like the German raiders, where as the other type would be more like the allied q-ships. |
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