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Azbel
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Posted - 2006.04.20 20:12:00 -
[1]
Here are some of the better ideas that I have had in my EVE time. Feel free to tell me how stupid they are.
Ship and item ideas If anything like this already exists please ignore it and/or let me know.
Baby Q-ship A fighting indy with frigate or low end cruiser weapons slots. It would have slightly more armor than normal and a good bit less cargo space. Some drone capacity would be nice. Such a ship could go ærattingÆ in mid sec space and haul in some slightly dangerous areas. It could mine a little better than a normal indy might but not as good as a mining cruiser. Operational example: Mining with a mining cruiser and a fighting indy, the indy would have a bit more then the cruiser (that is outfitted for mining) and could provide most of the protection to mine in an area down to about .1 sec.
Full Q-ship More weapons than a normal cruiser. It would be slow , somewhat fragile and have almost zero cargo bit would carry a bunch of turrets. The idea is specifically tailored to ambush gate campers. Optimally it would have the ability to appear JUST like an indy to even the closest inspection.
Drone bay hull conversion. This would allow a few drones to be carried on a ship that would not otherwise. It would take a lot of CPU and eat a big chunk of cargo.
Drone carrier Battlecruiser or Battleship size ship with bonuses to number of drone and to drone armor/damage per skill level. Could be done as a BS or BC. Something a lot bigger then the Gallante cruiser of similar ability. Weapons slots geared toward defense and intended as a drone mother ship. Drone bay able to launch 10 or more heavy drones while still having other sets of drones in the bay. I am thinking 200-300m3. Optimally it would be able to deploy 12 -14 drones with high skills and drone interfacing devices equipped. Would require an appropriately high skill to fly this ship.
Skill/device Drone loading skill: The ability to load drones from a cargo bay into a drone bay while in space. Auto recovery: The ability to have drones automatically get issued a æreturn to drone bayÆ command as soon as warping is initiated. Maybe an option to wait for them to dock before warping. Could be done as a ærecover drones and then warpÆ button.
Cruiser missile drones. The drown would carry one or two missles out, launch them and then return to reload.
Bomber drones. Short range missles or rockets carried by drones for a hit and run, close range, high damage attack designed to take out heavier ships.
Cloakable drones. Probably would be a balance problem with this idea.
Disposable drones. They mount on the side of a ship or in a weapons turret. They fly out, attack for a while and then run out of power and either return to the cargo bay or power down in space and have to be picked up. The idea is to use them as a defensive weapon on transports and freighters. Perhaps they would self-destruct when they are out of time.
Docking Link for mining. A group of mining ships in close range could link to an industrial and mine directly to itÆs hold without using a jet can or secure can manually.
Heavy mining ship. Come on! Give us the monster of mining! Exhumers are nice but still are the same sizes. Why not a 4 or more turret mining barge?
DRONE INTERFACE BOTTONS! It is a pain to engage and recall drones. They should have buttons and hotkeys and stuff so they donÆt have to be commanded through a right click menu. Is there anything like this already? Because I have not seen it.
Drone guarding: Why canÆt drones be set to engage anyone that attacks ANY gang member within range? Some kind of defensive posture or skill for them that could be enabled and disabled. My barges drones often donÆt attack when a nearby gang member gets shot up and it is a pain to deselect a æroid to send them into battle. First I have to unlock a rock, then retarget that laser to the first rock, then lock the incoming ship, then right click the drones and send
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Sanctus Maleficus
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Posted - 2006.04.20 22:12:00 -
[2]
I really like your Drone Bay Conversion, Docking Link, and interface buttons. God solid ideas. However, the Drone Bay Conversion would have to be carefully balanced. Would it also allow other ships to carry even more/bigger drones?
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ragewind
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Posted - 2006.04.20 23:23:00 -
[3]
Edited by: ragewind on 20/04/2006 23:23:11 some good ideas there like them a lot
the bomber and cruse drones sound cool make them slower but hard hiting nice may be the drone for the caldari due to the missile loveing lol fix eves industrial sector! http://oldforums.eveonline.com/?a=topic&threadID=319618&page=1 |

James Snowscoran
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Posted - 2006.04.21 10:16:00 -
[4]
Meh.
Baby Q-ship- Exequror
Q-ship- You can always click on ship description, so rendering it identical to an indy would be a moot point. Also ship class shows up on scanner so this isn't a very good idea.
Drone bay conversions- sounds okay, but I don't see why we need it.
Drone carrier- Dominix pre-RMR, I don't think it's coming back tbh.
Drone loading skill- zomg overpowered.
Scooping drones before warp- I could do without another button in the rightclick menu.
Various new drones- can't see the need for these, would probably generate balance issues.
Docking link- no. Macrominer tool#1.
Heavy mining ship- you're not satisfied with how much cash a hulk can generate?
Drone interface buttons- agreed, would be very useful.
Drone guarding- makes drones even more powerful against ECM/sensor dampening ships because you won't even need to lock. Makes drones wildly overpowered against ceptors as well. -----
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Cade Morrigan
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Posted - 2006.04.21 16:41:00 -
[5]
Rather than a Q-ship class, just make low slot outfits that trade cargo space for more turret or missile slots. i.e. something like 3000 cargo space can be traded for a turret or missile hardpoint. It might also give a power grid boost of 10 or something so you can actually fit more weapons. The ship would still probe as a Badger II, would still look like a Badger II (don't add more visible guns to the model), but maybe scanning it would reveal the mods i dunno.
-= Save the Gila! Fix its grid and cpu! =-
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Azbel
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Posted - 2006.04.21 18:41:00 -
[6]
Yes James most of those might have potential balance issues as with every idea. There might be ways to balance them or give them draw backs. Drone loading for example, just make it take 2 minutes and there is no problem with balance. Right?
Good idea Cade! That solves the issue with scans (I knew that was the one thing that made the idea not work). They would just have to make them not usable on fighters and have some kind of draw back. Give them some CPU and a boost too targeting but make them eat capacitors or something like that. 2 or 3k of cargo space used up is a good range I think. Make them something you mount in a low slot and they would balance well. Call them a Q-Ship Mod and then make them really expensive or something. I think this idea could be balanced well. The idea is a pirate hunter weapon to take out newer/weaker pirates.
James, how does the Drone guarding thing mess up interceptors? I really don't follow that. As I understand it Carriers can already do something like this with their fighters. Don't drones have their own targeting that is taken into account by how often they hit? I am not sure on this since I don't know how they are implemented and have not experimented heavily. The idea, along with buttons is the make it easier to control drones and do more things with them.
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Isabella Montague
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Posted - 2006.04.21 19:41:00 -
[7]
Originally by: Azbel
Docking Link for mining. A group of mining ships in close range could link to an industrial and mine directly to itÆs hold without using a jet can or secure can manually.
I hope this never happens. It would be a macrominer's best friend.
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Viktor Fyretracker
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Posted - 2006.04.21 20:15:00 -
[8]
Q-Ships would own as long as they found a way for them to scan/ident as a normal hauler until they started shooting.
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Kittamaru
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Posted - 2006.04.21 23:41:00 -
[9]
I like the docking ring idea.
Do NOT let macro-*******-miners ruin the game for the rest of us legitimate players!
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Merin Ryskin
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Posted - 2006.04.22 05:51:00 -
[10]
Quote: Q-Ships
Please.
This is the perfect solution to piracy. Make it actually difficult and a significant risk for the pirate, rather than the way it is now where a good pirate won't ever have to fight a target that can shoot back. Make them live in constant fear that the defenseless cargo ship could suddenly drop its fake plating and blow them to dust.
Think about it... cargo ships are big. Make the Q-Ship version have a prerequisite of Battleship X + the base cargo ship skill, and give them the ability to fit battleship-grade firepower with lots of high slots. Balance won't be an issue since they'll still have zero tanking ability, they'll be entirely dependent on surprise value to kill the target with the first salvo. Maybe if you're really worried about balance, give them short targeting distance to match web/scrambler range.
But most importantly, make them impossible to spot until they open fire. The easiest way would probably be just having a fake info screen. It should be an easy task... just have the link point to the basic cargo ship instead of what it really is. The "module that gives slots" idea sounds interesting, but I'd hate to see the potential bug list for it... the possible bugs involved with having your slots cease to exist if you change fittings probably kill the idea.
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gordon861
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Posted - 2006.04.22 11:10:00 -
[11]
Edited by: gordon861 on 22/04/2006 11:13:06 You don't need to fake the info screen or create a new ship, you just make a low slot unit that requires BC or BS 3 to equip that converts cargo space to either drone bays or turrets. These units would also boost the CPU/powergrid to allow these weapons to be fitted.
So if the ship is scanned it would just look like a normal transport ship until it starts shooting.
edit : Perhaps you could make the weapons actually part of the low slot unit rather than giving you high slots. So you would build/buy a 650mm projectile cargo conversion unit etc.
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James Snowscoran
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Posted - 2006.04.22 22:58:00 -
[12]
If the drones automatically attack stuff that agresses you it would be a disadvantage for interceptors, who takes quite a while to establish a lock on. The problem is that the drones wouldn't even require lock to attack, which makes them fof drones, and as we know fof missiles don't do as much damage as normal missiles.
Also there's no reason to make mining less interactive by adding the mining link, even if you ignore the fact that it would be an awesome macrominer tool. -----
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