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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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50freefly
Caldari
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Posted - 2006.07.29 17:42:00 -
[31]
I like the flagship idea a lot. Having them be just barely better than BS's for pvp will not mean that regular BS's will be obselete, because these t2 BS's will be well over a billion if today's t2 prices are anything to go by.
Originally by: Eight Ace For reasons that have been lost in the mists of time all caldari ships are designed by two people. One does the left hand side and the other does the right.
And they never meet.
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Jenny Spitfire
Caldari
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Posted - 2006.07.29 17:45:00 -
[32]
Originally by: 50freefly I like the flagship idea a lot. Having them be just barely better than BS's for pvp will not mean that regular BS's will be obselete, because these t2 BS's will be well over a billion if today's t2 prices are anything to go by.
That is why T2 BS needs to have a specialised role. It should not replace T1 counterparts. For a start, I think T2 BS should have lower DPS than T1 BS and higher resistances like Command Ships. Add whatever bonus/role later. ---------------- RecruitMe@NOINT!
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Stamm
Amarr
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Posted - 2006.07.29 17:59:00 -
[33]
Originally by: Jenny Spitfire
Originally by: 50freefly I like the flagship idea a lot. Having them be just barely better than BS's for pvp will not mean that regular BS's will be obselete, because these t2 BS's will be well over a billion if today's t2 prices are anything to go by.
That is why T2 BS needs to have a specialised role. It should not replace T1 counterparts. For a start, I think T2 BS should have lower DPS than T1 BS and higher resistances like Command Ships. Add whatever bonus/role later.
Well, I dunno. Why not give the solo empire players something a little better to aim for. Going back to what I suggested it would be a 25% (at max on what would be a 10 or 12 x skill) to resists or shield/armor boost/repair. Other than that they'd be the same as the T1 battleships, except they'd be able to jumpdrive, and they'd give a one of a kind logistics bonus. No extra slots required, no new modules required. Use the Tier 3 battleship hull and bonuses for it.
The 25% would be all they got. Not an insignificant bonus, especially when you consider it won't be stacking penalised, but I still think command ships as they are would probably give them more of an advantage in missions or for ratting anyway.
Essentially it would not in ANY way obsolete the T1 battleships, or make them look like a poor mans ship. Even faction battleships would still be worthwhile (assuming they are brought up to speed with Tier 3 BSs).
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Fortior
STK Scientific Ascendant Frontier
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Posted - 2006.07.29 18:04:00 -
[34]
So far the best ideas I think are the Capital Killers and Large Logistics. Allowing them to fit capital sized weapons but leaving out the siege mode. A bonus for turret users should be to tracking so the ships can move with losing out on DPS, but leaving the guns with a static sig resolution penalty on the guns so they don't snipe ships smaller than capitals. Strong and mobile force vs capital ships but quite vulnerable vs everyone else pretty much.
The Large Logistics should be the Logistics bigger brother on all levels.
Leave the Command-role to the current Battlecruisers.
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Pinky Denmark
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Posted - 2006.07.29 18:21:00 -
[35]
Tech 2 BS could ruin EVE
Tech 2 frigates - kill them in Tech 1 cruisers/BS's Tech 2 cruisers - kill them in Tech 1 BS's Tech 2 BS - If they become Super Heavy Assault Ships we'll have a balance issue..
I agree with them as being "Flagships" - using Tier 3 BS hulls seems fine...
make them quite costly - should at least be 3-400 mill worth in construction cost make them an upgrade from command ships - require very good Leadership skills
Give bonus to survival, logistics and leadership modules only - people should still want Tech 1 Battleships... make them do a better job than comand ships AND being able to stay with the fleets instead of hiding...
Pinky
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Jenny Spitfire
Caldari
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Posted - 2006.07.29 18:31:00 -
[36]
Originally by: Pinky Denmark Tech 2 BS could ruin EVE
Tech 2 frigates - kill them in Tech 1 cruisers/BS's Tech 2 cruisers - kill them in Tech 1 BS's Tech 2 BS - If they become Super Heavy Assault Ships we'll have a balance issue..
I agree with them as being "Flagships" - using Tier 3 BS hulls seems fine...
make them quite costly - should at least be 3-400 mill worth in construction cost make them an upgrade from command ships - require very good Leadership skills
Give bonus to survival, logistics and leadership modules only - people should still want Tech 1 Battleships... make them do a better job than comand ships AND being able to stay with the fleets instead of hiding...
Pinky
T2 BS will not ruin EvE if ppl dont keep asking for more DPS. ---------------- RecruitMe@NOINT!
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White Ronin
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Posted - 2006.07.29 18:32:00 -
[37]
We need to flesh out the roles/designs for T1 BS before we bring T2 online.
We are still missing E-war based BS type. Once that is done you can see which of the 'type' would best suit a boost to T2 without removing balance and playability. As it is now you have alot of fighters with now chief, cook, maid or any other role in the bs slot.
Some shoot far. Some shoot near. Some are gimp. And some you fear. A clear defined role that is what we'll do But dont forget the solo player pays to play too.
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Jenny Spitfire
Caldari
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Posted - 2006.07.29 18:35:00 -
[38]
Originally by: Stamm
Originally by: Jenny Spitfire
Originally by: 50freefly I like the flagship idea a lot. Having them be just barely better than BS's for pvp will not mean that regular BS's will be obselete, because these t2 BS's will be well over a billion if today's t2 prices are anything to go by.
That is why T2 BS needs to have a specialised role. It should not replace T1 counterparts. For a start, I think T2 BS should have lower DPS than T1 BS and higher resistances like Command Ships. Add whatever bonus/role later.
Well, I dunno. Why not give the solo empire players something a little better to aim for. Going back to what I suggested it would be a 25% (at max on what would be a 10 or 12 x skill) to resists or shield/armor boost/repair. Other than that they'd be the same as the T1 battleships, except they'd be able to jumpdrive, and they'd give a one of a kind logistics bonus. No extra slots required, no new modules required. Use the Tier 3 battleship hull and bonuses for it.
The 25% would be all they got. Not an insignificant bonus, especially when you consider it won't be stacking penalised, but I still think command ships as they are would probably give them more of an advantage in missions or for ratting anyway.
Essentially it would not in ANY way obsolete the T1 battleships, or make them look like a poor mans ship. Even faction battleships would still be worthwhile (assuming they are brought up to speed with Tier 3 BSs).
Your idea isnt bad. I think it is better to pool ideas first then sort out its roles. Solo or gang use is a different issue. If we design something for solo use from scratch, the T2 BS will become a solopwnmobile. ---------------- RecruitMe@NOINT!
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Kaylana Syi
Minmatar
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Posted - 2006.07.29 18:37:00 -
[39]
Originally by: Stamm Can't have HAC resists on them, anything done to BSs to bring them out as T2 battleships will be used by ratters and mission runners. The only way to give them massive resists would be to nerf their damage output way below a T1 battleship, and that's not an ideal position.
Which is why my idea a few posts up works...
umm.... did I say they would have turret points? No? Ok then.
Team Minmatar Carriers need Clone Vats
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Vicious Phoenix
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Posted - 2006.07.29 18:45:00 -
[40]
How about the T2 BS are able to mount a "area" cloaking module, cloaking everyone in your gang within, say, 30km. Of course to not kill the balance of the game, the T2 BS should either have the same resists as T1 BS or else REALLY crappy DPS (think 3 guns) or perhaps even no guns.
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Sarmaul
0utbreak
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Posted - 2006.07.29 19:09:00 -
[41]
Interceptor/Interdictor Resistances
Built-in Jump Drive with a fairly good range
+1 slot
TEAM MINMATAR FORUMS - In Rust We Trust - |

Pesadel0
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Posted - 2006.07.29 19:49:00 -
[42]
They could have mining bonus .The minmatar one could have a optimal to mining lasers 10% do range and HAC resistances.
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Ath Amon
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Posted - 2006.07.29 19:54:00 -
[43]
just an idea or 2....
EW specialized ship with bonuses/links to improve sensors of gang members and bonuses to range/strenght of various EW modules modules to try to discover cloaked ships in a certain range.
no dmg/and very good tank
cloaking ship. can extend a cloaking field on friendly ships in nearby area. bonuses to ships speed and to fit the aoe cloak device. good speed and tank, low dps
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Denrace
Amarr
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Posted - 2006.07.29 20:55:00 -
[44]
Caldari T2 BS
4 High Slots 8 Mids 3 Lows
4 Turrets/4 Launchers
BS Skill: 10% Bonus to Shield HP 5% Bonus to Shield Resistances
T2 BS Skill: 5% Bonus to Gang Members Missile Launcher ROF 5% Bonus to Gang Members Kinetic Missile Damage
 ________________________________________
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Idara
Caldari
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Posted - 2006.07.29 20:58:00 -
[45]
Made a post a week or so back, here's what I think...
AFAIK the T2 BS's are going to be insanely tankable "Command" ships for fleets, at least that's what I believe was thought of and hinted at in the past. However, the problems I see coming from this are if the ships are just given very high resists, tweaked a bit in the turret/launcher slots and left alone is the same problem with the, arguably of course, lousy logistics ships. Logistics ships you can't use in any real large scale PvP fight, because they are based on cruiser hulls, they get popped almost instantly when called primary. I see this happening for the Wing Command Battleships as well, no matter the resists, the ship will buckle and explode quite fast under concentrated fire of a traditional "blob fleet".
What I think would help avoid this problem, and what would allow the Wing Command ships to stay on the front lines and properly direct the fight, as the revamps and everything coming in Kali seem to indicate that there will be better tactical organization during fleet battles, is to allow the Wing Command ships to fit Siege Modules.
Now before the "RABBLE RABBLE RABBLE" starts, the battleships should be devoid of any, any offensive ability, save for maybe drones. No turret points, no launcher slots. There should be 4-5 high slots (for example) that can be used for Gang Assist modules. Instead of the T2 Battlecruisers which, again, under concentrated firepower will *****, the T2 BS's should get proper bonuses to allow them to fit as many Gang Assist mods as thier highslot layout allows, and allow the Gang Assist mods to actually make a difference. The 2-5% per ship level for T2 BC's is pretty lame, the Wing Command ships should have bonuses that dramatically help thier attached fleets, making them actually worthwhile the obviously exorbitant prices that T2 BS's will draw.
Now, back to the Siege Module. Since the BS's won't have turret slots, they cannot benefit from the 500% damage bonus from the normal Siege Mod, so maybe introduce a "Command Siege Module" or somesuch that fits only on the Wing Command ships, and gives them the same general idea that a Siege mod on a Dreadnought does. Insane tanking ability. Having a siege module, and having them give 50-100% rep cycle amount bonuses, and reducing the cycle time itself will make these T2 BS's actually be visible on the front lines, rather than a carrier hiding in a safespot, ready to warp away the moment the SS is busted. Make the Command Siege Mod take the same fuel as normal Siege Modules, so that they can't be run forever. Make it difficult to keep the ship as the command centre for a fleet for extended times, but it doesn't need to have the Siege mod on all the time, only when the XTREMEOMGWTFBLOB shows up and starts shooting it.
Also, as an aside to the T2 BS's, it would be a very neat idea or feature to somehow introduce a "cap booster" cargo bay or something that allows the Wing Command ship to store enough cap boost charges to negate the effect of nos for a while, allowing it to function as the proper fleet command ship role that we believe T2 BS's will be fulfilling.
Now of course all this stuff with T2 BS's could change, I just hope that whatever they are, they aren't going to be hiding in safespots away from the eyes of everyone.
The restrictions on the smaller carriers really ****ed me off, it would've been great to see a new hull type, a new ship class in empire space, functioning as a command ship in empire wars. Instead these beauties hide in safespots, hardly ever seen in combat itself.
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000Hunter000
Gallente
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Posted - 2006.07.29 21:13:00 -
[46]
well if it will be used as a fleet command ship then it may need some specialized thing like beeing able to function at it's role while cloaked but unable to move/use weapons so:
1. it will survive the initial encounter cuz it can't be called primary and blow up out of existance a few seconds later. and 2. it won't be an uber nasty BS cuz it's worthless for anything but fleetcommanding stuff while cloaked.
just my 0.1 isk for what it's worth. Banner will be updated shortly |

Ath Amon
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Posted - 2006.07.29 21:34:00 -
[47]
Originally by: Idara ....(too long to quote :P)....
i mostly agree with your vision but i think that the fleet commander you describe is probably more suite for a capitol ship
also range can be used to minimize damage of support ships... if a ship can stay at let's say 100-150km behind the fleet and not losing in functionality it could be quite safe from damage and hopefully (with lag permission) force people to think at tactics and coutnertactis to take down/protect such ships.
it could also be interesting if the fleet commander can be used as a "buoy" for warp, defining certain area of space near it as different warp point.
something like that can be usefull even during fleet deployment with ship that have a predefined area they will reach...
eg front line, support, left wing, artillery and so on...
something like that can be used to introduce new kind of strategies and ship roles and to have a bit more dynamic fleet battles (again with lag's permission)
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Eximius Josari
Shadow Reavers
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Posted - 2006.07.29 21:46:00 -
[48]
Heavy Logistics Ship Heavy Force Recon Ship Heavy Fleet Command Ship
Victory is the weakness of the enemy. |

Captin Biltmore
Amarr
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Posted - 2006.07.29 21:50:00 -
[49]
Sorry Jenny, put the breaks on. Tier 3 BS need to be sorted first since they are due for release in a few months and the devs have already asked for suggestions on balancing them. No use in getting ahead of ourselves.
(btw, if they come out as fleet command ships, they should be EXCLUSIVELY fleet command...not this uber hac **** that tech 2 battlecruisers are)
Assasin For Hire - Contact in game |

Arkanor
Gallente
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Posted - 2006.07.29 21:51:00 -
[50]
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.
FCs should fly covops then if surviving is the #1.
Originally by: Ghosthowl WoW = hardcore paladins smashin dat face.
Originally by: HippoKing I just cried, you know that?
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Jenny Spitfire
Caldari
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Posted - 2006.07.30 06:43:00 -
[51]
Originally by: Captin Biltmore Sorry Jenny, put the breaks on. Tier 3 BS need to be sorted first since they are due for release in a few months and the devs have already asked for suggestions on balancing them. No use in getting ahead of ourselves.
(btw, if they come out as fleet command ships, they should be EXCLUSIVELY fleet command...not this uber hac **** that tech 2 battlecruisers are)
Nah, it is OK. We are pipelining.  ---------------- RecruitMe@NOINT!
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Jenny Spitfire
Caldari
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Posted - 2006.07.30 06:44:00 -
[52]
Originally by: Arkanor
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.
FCs should fly covops then if surviving is the #1.
FC in cov ops is not an option. Not immersive.  ---------------- RecruitMe@NOINT!
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jukriamrr
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Posted - 2006.07.30 08:54:00 -
[53]
I suspect the tech2 BS's will have something to do with the new seamless 3D view...
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