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Jenny Spitfire
Caldari
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Posted - 2006.07.28 17:07:00 -
[1]
Edited by: Jenny Spitfire on 28/07/2006 17:09:02
Fleet Command Ship.
Every Fleet Commanders' dream. High sustained tank and low to med DPS aka mini-catapault/dreadnaught. Designed for lastability in battle. A good battle requires its commander to stay in battle.
Command ship resistance.
5 high slots, 7-8 mid slots, 7-8 lows.
Bonus to fit capital ship weapons e.g. cruise launchers for stealth bombers. May be can mount up to 3-4 cap ship weapons?
Bonus to logistic mods?
Discuss. ---------------- RecruitMe@NOINT!
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Morkus Rex
Amarr
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Posted - 2006.07.28 17:12:00 -
[2]
Hmm... a modern wartime fleet commander is in a Carrier  _____________________________________________ Our users will know fear and cover before our software! Ship it! Ship it and let them flee like the dogs they are!
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Sessho Seki
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Posted - 2006.07.28 17:12:00 -
[3]
if it could fit so many capital ship weapons, what then would be the point in having dreadnoughts?
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PriceCheckMax
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Posted - 2006.07.28 17:14:00 -
[4]
8 highs, 8 turrets/launchers 8 meds 8 lows
triple dmg bonus, warp core stab +1 per level double resistance bonus, base t2 resists 20% ecm strengh per level
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Jenny Spitfire
Caldari
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Posted - 2006.07.28 17:15:00 -
[5]
May be 2 cap weapon? Remember, this is just concept design. Would be nice to see target painters, etc. support in fleets and FC lasting longer in battles. ---------------- RecruitMe@NOINT!
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Azerrad
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Posted - 2006.07.28 17:16:00 -
[6]
Originally by: PriceCheckMax 8 highs, 8 turrets/launchers 8 meds 8 lows
triple dmg bonus, warp core stab +1 per level double resistance bonus, base t2 resists 20% ecm strengh per level
And the ability to fire a doomsday weapon at Jita from anywhere in the game.
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Leandro Salazar
Aeon Industries
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Posted - 2006.07.28 17:18:00 -
[7]
Covops cloak CPU bonus? I would think the best fleet commander would be a cloaked one. (then again I don't do fleet battles, so what do I know...) --------- ZOMG my sig was concordokkened! Link removed due to bad language on remote site. -wystler
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Dixon
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Posted - 2006.07.28 17:20:00 -
[8]
T2 battleships? Why not just use a Domi?
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Tervaga
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Posted - 2006.07.28 17:22:00 -
[9]
If its was going to use Capital weapons, maybe it should only be limited to either a combination of one capital gun/launcher + BS-sized weapons, or multiple capital weapons with some kind of penalty for using them (lower damage, lower rof, insert appropriate alternative here).
So, for example, with only 2 or 3 cap guns and a lowered rof, it'd could good sustainability with really REALLY bad dps, but one heck of an alpha strike.
Of course, that could partially go against the want of longer battles, especially with alot of them firing together.
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Laboratus
Gallente
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Posted - 2006.07.28 17:25:00 -
[10]
Originally by: Jenny Spitfire May be 2 cap weapon? Remember, this is just concept design. Would be nice to see target painters, etc. support in fleets and FC lasting longer in battles.
As long as it can't fit a siege module, the damage will be very low. If it can fit 3 XL weapons, it will do about 1/6th of the damaage of a dread. With just 2 guns even less. And, not to forget, it can't hit anything smaller than a POS with those guns. Maybe 3 guns, with a -25% ROF for role penalty. So, why not. The drawbacks are so big, the pros don't really matter. If you just think gank.
But, it would be cool to have a ship that can actually survive a bit on the battlefield. At least for a minute or two. Mind control and tin hats |

Nicholai Pestot
Gallente
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Posted - 2006.07.28 17:25:00 -
[11]
The trouble is finding a role that wont make other specialised tech II ships redundent.
The devs already said they didnt want a super tanker or ganker.
The obvious answer is to give it a bonus to gang assist modules or logistical modules, but this steps on the toes of other tech II vessles.
There are actually very few 'command and control' areas not left by other ships. The only thing i can see is warping navigation.
The ability to nominate any object in space (inculding enemy ships) and have all friendly ships in your gang warp to it?
Would certaintly make fleet fights more interesting  ________________ What you do is you store up the rage, let it fester while you gain strength, then use it to gank those weaker than you... and so the circle of life is complete |

Jenny Spitfire
Caldari
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Posted - 2006.07.28 17:29:00 -
[12]
Edited by: Jenny Spitfire on 28/07/2006 17:30:03
It could be a mini-POS destroyer or capital killer if you have many T2 BS and tacklers. Remember, players might be using more capital ships at front lines in time to come. ---------------- RecruitMe@NOINT!
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Tervaga
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Posted - 2006.07.28 17:38:00 -
[13]
Edited by: Tervaga on 28/07/2006 17:38:27 Personally I feel the release of a T2 battleship should most definately come about alongside some cool new module, preferably one not damage based, so that there's a ship type out that can take full advantage of the module.
What that module would be, though, is beyond me, so ignoring that how about something like...
Fast BS with small signature, making it harder to hit. Poor tracking from the outside, and firepower from medium to low. Decent tankability.
Anchors/goes into "siege-mode" style thing, which increases tracking and possibly firepower (it might not be necessary after a tracking bump), but doesn't affect tanking. But also allows a small resupply factor, a la mini-mothership. And bumps up the sig, obv.
Wouldn't be great for large fleets, and you wouldn't be able to refit/change ships/whatever else you can do in a mothership or bigger, but it would allow a bit more freedom in medium to long term actions (like the equivalent of a roaming gang with enough supplies to keep going constantly for a few days, or something).
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Andreask14
Sensus Numinis Veritas Immortalis
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Posted - 2006.07.28 17:44:00 -
[14]
The command and control ships are the t2 BCs and the capital ships, obviously.
YOu have to take into account that, in time, t2 BSes would be commonplace like HACs are now. Thus, you really cant offer tham a better tank than the field commands or a better gank then the current BS or HACs.
You cant make them into mini-capitals either, for obvious reasons.
In the current situation, with t2 ammo and caps, the faction BS are actually the optimal solution to a "improved BS", offerening a little better performance for a horendous price and without the ability to be mass produced.
An actual t2 BS market would just sest back new players by lightyears and dimish the roles of all t1 ships asa well as most t2 and even capitals.
There is no place for t2 BS. ________________________________________________
Just a quick reminder that "Local" and "Instas" will always be what they are. |

Jenny Spitfire
Caldari
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Posted - 2006.07.28 17:47:00 -
[15]
Originally by: Andreask14 There is no place for t2 BS.
That is why we are having this thread. Try to make a place for T2 BS if there is any. ---------------- RecruitMe@NOINT!
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Jerick Ludhowe
Arcana Imperii Ltd. Verisum Family
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Posted - 2006.07.28 17:54:00 -
[16]
I'd rather see another Dread for each race that is more geared around combating BS and non Capital Fleets. Shold not have siege mode, should be able to to mount at least 5-6 Capital weapons, and should have a built in tracking bonus/explosion velocity like the Destroyers. Although this is probably a bad idea as they will end up just being WTF pwnmobiles.
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TZeer
Eve Defence Force Ascendant Frontier
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Posted - 2006.07.28 17:54:00 -
[17]
Personally I would like T2 bs to go in the same footsteps as the recon ships.
Example:
5/6 Highslots Medium and lowslots according to race.
Able to use covert op cloak.
2 of the bonuses would be the same as the T1 counterpart.
The hard part would be to find its role.
Some ideas:
Large Interdictor (Bigger bubble)
Capital weapons (Cruise launchers on frigs)
Deep jumpportal ( Able to move capital ships over longer distances )
Able to creat it`s own jumpportal aka Titan, maybe just 1-3 jumps and a penalty with modules offlining. So u have to turn them on every time u use it.( Not very likely, overpowered)
Whatever it will be it cant be HAC`s in BS design.... pwnmobile.
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Ishen Villone
Gallente
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Posted - 2006.07.28 18:01:00 -
[18]
The tank on a battleship with HAC resists would be insane. Most players would just fit it out as a normal battleship and be a super-HAC.
I'm thinking a better T2 BS role would be a jumpdrive-capable battleship. Able to fit a new jumpdrive module in a highslot. (heck even a cruiser and frigate jumpdrive ship could be designed too)
Improve logistics without forcing people to train for/purchase capital ships.
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Karash Amerius
Amarr
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Posted - 2006.07.28 18:02:00 -
[19]
Originally by: Sessho Seki if it could fit so many capital ship weapons, what then would be the point in having dreadnoughts?
No seige mode.
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Ithildin
Gallente
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Posted - 2006.07.28 18:02:00 -
[20]
Ship bonus: Same as base hull. Static bonus: jump drive fuel requirement reduced by 400 units Racial bonus one: Racial tanking bonuses Racial bonus two: No idea, except for one - absolutely no damage oriented bonuses.
Base jump drive range: 6.5 lightyears
Notes: Max range is same as a Carrier Minimum fuel cost per lightyear is 100 units of isotopes Can use normal stargates Resistances no higher than interceptor level base
Hulls: Amarr - Armageddon and Abaddon Caldari - Raven and Rokh Gallente - Megathron and Hyperion Minmatar - Typhoon and Maelstrom Chosen for looks rather than anything else! Dark skies torn apart Heavens open before me I, the light of death |

Pentagany
Amarr
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Posted - 2006.07.28 18:05:00 -
[21]
I like the idea of T2 bs's having an anti-capital ship roll.
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Guillame Herschel
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Posted - 2006.07.28 18:13:00 -
[22]
How about a ship and a module that counters cyno fields? Has an effect like a sensor damper, but works like scan probes. When launched and activated, any cyno fields within the 3 probes area of effect have reduced range.
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Hel Kali
Caldari
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Posted - 2006.07.28 18:14:00 -
[23]
My Raven Tech II Concept:
Battleship skill bonus : 10% bonus to Cruise and Siege Launcher Rate Of Fire and 5% bonus to Cruise Missile and Torpedo Kinetic damage per level
BS tech II bonus : 5% bonus to all shield resistances per level and 5% reduction in Signature Radius
Bonus : 99% reduction in CPU need for Warfare Link modules Can fit 1 additional Warfare Link module per level
powergrid output : 12500MW lowslots : 6 medslots : 6 hislots : 8 cpuoutput : 950 tf launcher hardpoints : 8 turret hardpoints : 2
Shield shieldcapacity 8000 shield em damage resistance : 0% shield explosive damage resistance 60 % shield kinetic damage resistance 65 % shield thermal damage resistance 70 % shield recharge time 1.900,00 sec
Armor armorhp 6500 armor em damage resistance 60 % armor explosive damage resistance 10 % armor kinetic damage resistance 25 % armor thermal damage resistance 45 %
Structure max velocity 100 m/sec drone capacity 50 m3 capacity 765 m3 mass 110000000 kg volume 1080000 m3 (50000 m3 packaged)
Capacitor recharge time 800 sec capacitor capacity 5750 Energy
Targeting maximum targeting range 80 km max locked targets 7 radar sensor strength 0 points ladar sensor strength 0 points magnetometric sensor strength 0 points gravimetric sensor strength 25 points signature radius 500 m scan resolution 90 mm
Skill Requirments
Caldari Battleship V Spaceship Command V Advanced Spaceship Command IV Engineering V Mechanic V Electronic V Weapon Upgrades V Advanced Weapon Upgrade V Navigation V Warp Drive Operation V Leadership V --------------------------------------------------------------- http://emt.linutx.be |

Nicholai Pestot
Gallente
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Posted - 2006.07.28 18:59:00 -
[24]
Originally by: Pentagany I like the idea of T2 bs's having an anti-capital ship roll.
What,give them a nos bonus?  ________________ What you do is you store up the rage, let it fester while you gain strength, then use it to gank those weaker than you... and so the circle of life is complete |

Taizu Lilith
Minmatar
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Posted - 2006.07.28 19:33:00 -
[25]
The interesting ideas I think are:
Large Intedictors.. I haven't seem Intedictors used, is there a need for intedictors that can tank? Would be based on Maelstrom, Domi, Scorpion, and Abbadon. (additional bonuses would be to Sphere size and to resistance.. other bonuses also)
Anti-Capital BS, these would have high damage.. but wouldn't be able to hit anything but Capitals or POSes.. and would be a lot easier to kill then a Dreadnaught. You could also give them a jumpdrive. Base halls would be Rokh, Armaggedon(?), Hyperion, and Tempest. (additional 'bonuses' would be capital module related and jump related)
It would be something like the Hyperion based one would use the least fuel.. but would be such that it had to be very close to use it's Capital weapons. The Rokh based ones would have a ranged bonus so it could shoot from farther out, and maybe give damage bonus to the Tempest based ones.. and a ROF bonus to the Armaggedon based ones.
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Stamm
Amarr
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Posted - 2006.07.28 19:36:00 -
[26]
Edited by: Stamm on 28/07/2006 19:38:40 Large interdictors are out - What we have already is waaaaaay powerful.
Call them Flagships.
Give them jumpdrives as well as normal gate jumping capability. Give them like a 5% per level to shields/armour/repping/boosting amount. Give them a bonus to all logistical ranges of everything in the gang. (Non stacking!). Like 20% per level.
Makes them a little better than current battleships, but not really much for PvP/PvE.
And for big complex gangs and level 5 missions, and of course for larger gangs and fleets, it makes them worthwhile.
There we go, flagships, one for each race based on the Tier 3 BS stats.
Edit : I'm really happy with this idea, after thinking about it a bit.
Gives players with lots of SP and ISK an extra small edge to aim for. And increases the logistical abilities of fleets too - as long as they're happy to have it on a ship that isn't especially strong.
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HippoKing
Caldari
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Posted - 2006.07.28 19:55:00 -
[27]
Originally by: Hel Kali My Raven Tech II Concept:STUFF
I take it this is a joke?
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Karl Shade
FinFleet Lotka Volterra
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Posted - 2006.07.28 20:04:00 -
[28]
Originally by: HippoKing
Originally by: Hel Kali My Raven Tech II Concept:STUFF
I take it this is a joke?
I sure hope so.
Just look at the tank, 1 EM, 1 Inv, 1 XL and you have insane resists + 3 mids to spare.
The horror. -
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Kazaam
Caldari
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Posted - 2006.07.28 20:13:00 -
[29]
Originally by: Sessho Seki if it could fit so many capital ship weapons, what then would be the point in having dreadnoughts?
Siege Mod ? _________________________________________
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madaluap
Gallente
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Posted - 2006.07.29 17:00:00 -
[30]
Originally by: Dixon T2 battleships? Why not just use a raven?
Fixed  _________________________________________________
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