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Auduin Samson
Do not disturb Sanctuary Pact
262
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Posted - 2014.07.10 19:04:00 -
[91] - Quote
I would be fun if you could move anchored objects with a tractor, but I think that would introduce a whole host of new balance issues. You just lost your ship The tears will fuel my spaceship Go quit Eve again
-Bane Nucleus-á |

Liafcipe9000
Critically Preposterous
22541
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Posted - 2014.07.20 11:18:00 -
[92] - Quote
thread bumpo desu Frostys Virpio > CCP: Continously Crying Playerbase
I like to gank it, gank it!
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Carniflex
StarHunt Mordus Angels
258
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Posted - 2014.07.20 12:24:00 -
[93] - Quote
Interesting, but in my opinion a frigate would be far too small and agile for that kind of stuff. I would also split the deployment and destruction in two.
Dreads already can handle the destruction part. No point of making a frigate size dread for ninja nuking towers without needing to siege.
For deployment I would prefer it to be slower and bulkier. Say, a BC size hull, perhaps requiring Anchoring 5 as one of it's skill requirements. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Bohneik Itohn
Universal Freelance CONSORTIUM UNIVERSALIS
551
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Posted - 2014.07.20 20:05:00 -
[94] - Quote
Auduin Samson wrote:I would be fun if you could move anchored objects with a tractor, but I think that would introduce a whole host of new balance issues.
Anchored objects and deployables?
I would spend days doing nothing but scanning down mobile depots and dragging them off grid, after dropping a can with a male dancer in it.
I wouldn't even want to shoot them. I couldn't even be bothered to scan them to see what's inside to see if I should shoot them. I'd just change the name of the can to a bunch of penises and butts and drag the depot out of sight of the bookmark. Wait, CCP kills kittens now too?!-á - Freyya
Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help. |

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
168
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Posted - 2014.07.20 20:27:00 -
[95] - Quote
I'm concerned about the alpha vs mining vessels which are almost always stationary (yes they could move, blah, blah, blah but in highsec their game play is as it should be and im concerned that no matter their defense set up this would 1 shot them). Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Auduin Samson
Do not disturb Sanctuary Pact
264
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Posted - 2014.07.22 03:46:00 -
[96] - Quote
Maldiro Selkurk wrote:I'm concerned about the alpha vs mining vessels which are almost always stationary (yes they could move, blah, blah, blah but in highsec their game play is as it should be and im concerned that no matter their defense set up this would 1 shot them).
Yeah, this was discussed a page or so back. If the demo charge could only target certain entities (IE Deployables), there wouldn't be the issue of miner and dread blapping.
You just lost your ship The tears will fuel my spaceship Go quit Eve again
-Bane Nucleus-á |

Arla Sarain
56
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Posted - 2014.07.22 20:59:00 -
[97] - Quote
I haven't described how much I like this idea yet.
I like it very very much. |

DrysonBennington
Aliastra Gallente Federation
153
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Posted - 2014.07.22 22:23:00 -
[98] - Quote
Good idea +1
More ships.
More better. |

Liafcipe9000
Critically Preposterous
22609
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Posted - 2014.07.23 11:30:00 -
[99] - Quote
this thread is definitely the droid you're looking for. Frostys Virpio > CCP: Continously Crying Playerbase
I like to gank it, gank it!
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Tchulen
Trumpets and Bookmarks The Volition Cult
818
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Posted - 2014.07.23 12:41:00 -
[100] - Quote
+1 although I do think it should be able to hit capital ships. Anti-cap frig fleet FTW! |
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Netan MalDoran
xXTheWarhammerXx
50
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Posted - 2014.07.23 18:46:00 -
[101] - Quote
I like it, but it shouldn't be allowed in high-sec, or else we'll have a new branch of CODE out there ganking high-sec POS's  "Your security status has been lowered." - Hell yeah it was! |

Saleika Issikainen
Sassikainen
4
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Posted - 2014.07.23 19:03:00 -
[102] - Quote
Perhaps a destroyer would be best for this role. There's too few T2 destroyer hulls anyway. |

Liafcipe9000
Critically Preposterous
22868
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Posted - 2014.08.07 08:12:00 -
[103] - Quote
desis do have a big cargo for their size  Frostys Virpio > CCP: Continously Crying Playerbase
I like to gank it, gank it!
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frasdasd Aakiwa
State War Academy Caldari State
0
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Posted - 2014.08.07 10:31:00 -
[104] - Quote
make them new t2 destoyers whith a decent agility but crapy tank (obout the way dictors are) make the demolition charge have a huge alpfha but have very slow rof and being able to shoot only structures and make range smaller then a smal pos shield (that way it would not be able to bash online pos)
and maybe give it some bonus to non cov ops cloack
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Talman Drak
EVE University Ivy League
0
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Posted - 2014.08.07 11:46:00 -
[105] - Quote
Posting to +1 the idea in general.
Additionally, I agree on having two different sizes, but I personally think the smaller should be a T2 Destroyer, and the larger a T2 Battlecruiser.
My reasoning is simple. For the Smaller of the role: - I view the smaller of these as a role that should be quick, but not among the fastest of ships. - The cargo hold size of a destroyer is more fitting for the intended use. - Currently 28 T2 Frigates vs 4 T2 Destroyers >_> ahem...
For the larger of the role, - if it is to be used to carry large structure components and online them faster it should be fairly large as well. - If it is to be used in taking down an active POS then it needs to be able to stand up to a little punishment. - There is only one role for T2 BCs and only a total of 8 T2 BCs - If the small type is going to be a standard ship type (i.e. not an industrial ship of any kind) then the larger needs to be the same, since it doesn't make sense to have one be an industrial and the other not since you wouldnt have a good progression chain within the ship role. |

Jacid
Anomalous Existence Low-Class
56
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Posted - 2014.08.07 21:12:00 -
[106] - Quote
Some of these Ideas have already been suggest but as i see it the CVE supports 3 roles:
Structure/capital - Think 8k DPS to structures/capitals Defensive Structure deployement - Mines layer, Portable shield generator deploy-er, etc Support Structure- Yurts, Mobile MJD, etc
As such it should come standard with a large cargo, say 1200m3 hull bonus to anchoring speed hull bonus to structure damage
The ship should be small i'm thinking destroy/cruiser class with weak tank and a fair price tag thinking 70 - 120million.
The simplest solution to applying DPS to me seems to be a slow flying targetable torpedo with high sig radius and low explosive velocity. I know some might argue against this because of the change of a blob of CVE's taking on capitals they would be at a distinct advantage. However the design of the ship should be such that a fleet of CVEs would be unable to defend itself against anything but capitals without support. In other words if you intend to bash poses/ capitals bring a support fleet. In fact it might solve one of our problems of too many slowcat fleets out in null sec
Skill training for the ship I believe should be fairly intensive, I'm thinking Destroyer 5 anchoring 5 combat engineer skill a science skill or two. It essence it shouldn't be something someone can just jump in without intending to
Why we should get the CVE as suggested:
Offers an option to the counter to capitals is more capitals Adds a dynamic to PVP engagements Makes wormholes and high sec less stagnate and entrenched |

LT Alter
Ouroboros Research and Development
125
|
Posted - 2014.08.07 21:36:00 -
[107] - Quote
Great idea, why not have it be a T2 version of the tier 2 destroyers? |

Dally Lama
Republic University Minmatar Republic
118
|
Posted - 2014.08.07 21:55:00 -
[108] - Quote
I am unsure how the Demo charges would work. Strip out that whole idea entirely and just make it good at deploying them, and +1.
EDIT: For offensive capabilities, perhaps the ability to unanchor and scoop up other people's structures would be neat. With a timer and such of course to give them time to kill you first  New Fitting Window | Distances above 10km | Maximums for buy orders |

bugsmagooma
ANZAC ALLIANCE Fidelas Constans
0
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Posted - 2014.08.08 01:12:00 -
[109] - Quote
Really Liking these ideas so far. But no one has mentioned the Mobile Micro Jump Drive yet. Dropping its activation time from 60sec to 10 or 12 would make aiming this aggressively a possibility. Also as an emergency jump out while the engineer drops mines and bubbles along the escape path. Could help this module to get some more use.
Liking the destroyer sizing a lot. They would also be very useful in setting up a known fight grid on your favour, placing jump units, cyno jammers, bubbles and mines. Also scan inhibitor to stop the Dscanning from ruining your plans (until a scout comes in and blows it all anyway).
I could see these working well with interdictiors during combat, dictors making close runs while the engineers make lines of retreat unattractive.
Looking forward to seeing where this discussion leads. Well done OP and posters for a decent and civil thread for once 
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Jessica Danikov
Clan Shadow Wolf Fatal Ascension
374
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Posted - 2014.08.08 04:15:00 -
[110] - Quote
Whole bunch of actually viable and interesting ideas in F&I these days. How lovely. |
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Pidgeon Saissore
DNS Requiem Brothers of Tangra
39
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Posted - 2014.08.18 04:14:00 -
[111] - Quote
There's two different things under discussion here so I think I will officially separate them.
T2 "Wrecker" destroyer Similar to regular destroyers in mid and low slots and stats but has the demolition charge for high slots as discussed by the op. This will be similar to citadel torpedoes with the following differences:
missile velocity: 80 m/s flight time: 20 s explosion velocity: 2 m/s
This means maximum range of about 3.5 km after skill bonuses and only useful on immobile targets. It also takes a significant time to hit the target even at that close range. Total dps of the ship is approximately 2500. It should be considerably stronger than sub caps for killing structures but may not approach the strength of a dread.
This might even use citadel torpedoes with the appropriate bonuses to make these numbers for simplicity.
T2 "Constructor" battlecruiser This ship will have a number of unique properties:
Extremely short range on all effects. Module that quadruples the anchoring/unanchoring speed of the target. Module that assumes control of heavily damaged or offline structures. Offline high sec posses hit by this will have a one day timer after completion of the cycle before they switch. Near zero range but significantly more powerful remote repair. Special bay for deployables.
The next idea is not yet approved by the general consensus that seems to be reached by this thread and may be part of the constructor or a different ship.
Turret deployment: These turrets are not controlled and will simply act based on the owner's fleet settings. That means not purple shoot it or purple rep it. 1 minute anchoring after constructor module is considered. Active for 15 minutes. May be recharged by constructor module (takes 1 minute). 10km min distance to other turrets. Turrets only function if the owner is within 50km. Different types of turrets for damage, mining, ewar, and logi.
This means that a constructor continuously cycling their turrets can have 14 active at any given time. The exact stats of the turrets is up for debate but as of right now I think roughly: 100 dps damage or rep amount (note that repping is not controlled) range and tracking to be determined 25k hp no resists I have no idea what amount is appropriate for mining or ewar turrets
Those stats mean that when fully prepared it is considerably more powerful then most sub caps however it takes the full 15 minutes to prepare it and must be continuously cycling them. If attacked before then it is useless. |

Swiftstrike1
Swiftstrike Incorporated
762
|
Posted - 2014.08.18 14:17:00 -
[112] - Quote
Auduin Samson wrote:Basically, a demo charge would be a missile with incredible amounts of damage, but a very low speed and incredibly and/or unrealistically slow explosion velocity. It could still be used as an anti-capital weapon even with these restrictions. A dedicated "damage vs deployable structures" role bonus would be better suited to the task. Targeting, Sensors and ECM Overhaul |

NEONOVUS
Diabolically Sexy Eureka-Secret Science R Us
903
|
Posted - 2014.08.18 14:59:00 -
[113] - Quote
Pidgeon Saissore wrote:There's two different things under discussion here so I think I will officially separate them.
T2 "Wrecker" destroyer Similar to regular destroyers in mid and low slots and stats but has the demolition charge for high slots as discussed by the op. This will be similar to citadel torpedoes with the following differences:
missile velocity: 80 m/s flight time: 20 s explosion velocity: 2 m/s
This means maximum range of about 3.5 km after skill bonuses and only useful on immobile targets. It also takes a significant time to hit the target even at that close range. Total dps of the ship is approximately 2500. It should be considerably stronger than sub caps for killing structures but may not approach the strength of a dread.
This might even use citadel torpedoes with the appropriate bonuses to make these numbers for simplicity.
T2 "Constructor" battlecruiser This ship will have a number of unique properties:
Extremely short range on all effects. Module that quadruples the anchoring/unanchoring speed of the target. Module that assumes control of heavily damaged or offline structures. Offline high sec posses hit by this will have a one day timer after completion of the cycle before they switch. Near zero range but significantly more powerful remote repair. Special bay for deployables.
The next idea is not yet approved by the general consensus that seems to be reached by this thread and may be part of the constructor or a different ship.
Turret deployment: These turrets are not controlled and will simply act based on the owner's fleet settings. That means not purple shoot it or purple rep it. 1 minute anchoring after constructor module is considered. Active for 15 minutes. May be recharged by constructor module (takes 1 minute). 10km min distance to other turrets. Turrets only function if the owner is within 50km. Different types of turrets for damage, mining, ewar, and logi.
This means that a constructor continuously cycling their turrets can have 14 active at any given time. The exact stats of the turrets is up for debate but as of right now I think roughly: 100 dps damage or rep amount (note that repping is not controlled) range and tracking to be determined 25k hp no resists I have no idea what amount is appropriate for mining or ewar turrets
Those stats mean that when fully prepared it is considerably more powerful then most sub caps however it takes the full 15 minutes to prepare it and must be continuously cycling them. If attacked before then it is useless. For the turrets, you could make them sort of a super sentry drone or so sort of thing that would likely simplify the coding |

Chandaris
Immortalis Inc. Shadow Cartel
598
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Posted - 2014.08.18 17:11:00 -
[114] - Quote
great idea, +1 |

Humang
Sefem Velox Swift Angels Alliance
75
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Posted - 2014.08.18 17:27:00 -
[115] - Quote
Can't add anything but a +1 from me. AFK Cloaking Thread summary - Provided by Paikis
-á-á-á-á-á - Witty Comment Here - |

Auduin Samson
Do not disturb Sanctuary Pact
270
|
Posted - 2014.08.26 04:57:00 -
[116] - Quote
Swiftstrike1 wrote:Auduin Samson wrote:Basically, a demo charge would be a missile with incredible amounts of damage, but a very low speed and incredibly and/or unrealistically slow explosion velocity. It could still be used as an anti-capital weapon even with these restrictions. A dedicated "damage vs deployable structures" role bonus would be better suited to the task.
Yeah, this was brought up a few pages back. As fun as it would be to have a tiny fleet alpha down a dread, having the demo charge only damage structures would definitely be the way to go.
Having one of these support a fleet by dropping jump relays in a hurry would also be pretty impressive. I imagine that there will be more deployables in the future as well, and I can't really see any way that a ship like this wouldn't be useful to a fleet when properly balanced. You just lost your ship The tears will fuel my spaceship Go quit Eve again
-Bane Nucleus-á |

Mallak Azaria
GoonWaffe Goonswarm Federation
5968
|
Posted - 2014.08.26 05:05:00 -
[117] - Quote
ZecsMarquis wrote:T3 frigate
No. This post was lovingly crafted by a member of the Goonwaffe Posting Cabal, proud member of the popular gay hookup site somethingawful.com, Spelling Bee & Grammar Gestapo. |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
154
|
Posted - 2014.08.26 05:17:00 -
[118] - Quote
I do like the idea of a T2 logi frig with structure bonuses, not so much the demo charges since you could be doing massive damage to sieged caps too and that could get wonky.
In my opinion give them rep range and amount bonuses, cap regen, and structure anchoring time reductions per level and shine them up a bit and your good to go. Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

Auduin Samson
Do not disturb Sanctuary Pact
270
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Posted - 2014.08.26 05:54:00 -
[119] - Quote
I've updated the OP with a few changes that seem to have been informally agreed upon. As I see/notice others I'll add them so that people don't have to read through six pages to be up to speed. You just lost your ship The tears will fuel my spaceship Go quit Eve again
-Bane Nucleus-á |

Liafcipe9000
Critically Preposterous
23096
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Posted - 2014.09.03 10:31:00 -
[120] - Quote
is this in the game yet? Frostys Virpio > CCP: Continously Crying Playerbase
I like to gank it, gank it!
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