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Corbin Devereux
Gallente Federal Navy Academy
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Posted - 2007.01.14 12:02:00 -
[61]
Edited by: Corbin Devereux on 14/01/2007 11:59:16 But abathur, what about my precious t2 myrmidon?!
Edit: Make me one and i'll mail you a keg.
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Mr Mozzie
Eve University Ivy League
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Posted - 2007.01.14 12:03:00 -
[62]
I thought about it, and I don't see how extra ship classes would make the game any better. Especially in combat, there is no need to fill the gaps between any of the current vessels, and the flexibility exists to use current vessels for a variety of tasks.
Having said that the idea of a science vessel sounds ok. Perhaps a combat support vessel that can be used for remote support.
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Mog Datix
Camelot Innovations
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Posted - 2007.01.14 12:16:00 -
[63]
Destroyer leaders: T2 destroyers that are mini Command Ships (ie resistances and gang module usage as of the T2 BCs). For commanding small ship flotillas.
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feedrese
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Posted - 2007.01.14 12:26:00 -
[64]
perhaps also areaeffect cloak ship,anti cloak ship,smartbomb ships,antimissile ships,loot ship (i am dreaming about them they lock they scoop directly into cargo from more far than the 1500m)
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Nifel
Caldari Reikoku Band of Brothers
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Posted - 2007.01.14 13:33:00 -
[65]
Ships designed for area effect modules that can be targeted. I want to have psi storm in EVE kthx!
"When I die I want to die peacefully in my sleep like my grandpa. Not yelling and screaming like the passengers in his car." RKK Ranking: Sama |

Nifel
Caldari Reikoku Band of Brothers
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Posted - 2007.01.14 13:44:00 -
[66]
Industrial capital ships:
version 1) Mobile refinery Can take minerals, ice, moon minerals! (purer moon minerals)
version 2) Mobile research center A bit more involved. Can use fuel (gas clouds, minerals, ice) to speed up the research/copy process. Invention should get a huge boost when the station is fed with nice stuff.
version 3) Mobile manufacturing A mobile factory. Can be tinkered with to save on minerals and take a bit longer or use the minerals needed to build a bit carelessly and build a bit faster in return.
version 4) All of the above
To stop abuse (ie, starting a job and then logging off) the ship would need to be online. Alternatively a set percantage of online time would be needed to be met for the job not to stop when you log off. A ***** tbh, but with such a huge boost to frontline logistics it's a needed evil.
"When I die I want to die peacefully in my sleep like my grandpa. Not yelling and screaming like the passengers in his car." RKK Ranking: Sama |

Forsch
Auctoritan Syndicate Curatores Veritatis Alliance
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Posted - 2007.01.14 14:09:00 -
[67]
A hacking ship that enables you to take over the ship of a logoffski. 
Forsch Defender of the empire
Can't wait for the oomph! |

Kuolematon
Space Perverts and Forum Warriors United
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Posted - 2007.01.14 14:18:00 -
[68]
Originally by: Corbin Devereux
I just want t2 myrmidons.
Signed!!! Please..  Playing Caldari-Online as a Amarr specced is PURE Hardcore (aka. stupid).
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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2007.01.14 14:25:00 -
[69]
Edited by: Marlenus on 14/01/2007 14:22:53 Regarding salvage vessels -- and oh! how I want some -- there are a number of possible ways to go. At least two different vessels would be nice.
Things salvagers want:
1) Cheapness. If you salvage much, you'll eventually be tempted by that large wreck that's got somebody else's Cap Booster Battery 800 stuck in it. Which means, you'll eventually be WTFBBQed by a faction fitted CNR. The salvage vessels need to be cheap enough to make this a cost of doing business.
2) High slots. More salvagers is better, and you never have enough tractors if you're salvaging friendly wrecks. No need for these high slots to fit more than one or two guns. But six would be nice, eight would be awesome. Probably need to watch the fitting carefully to prevent this from being turned into a smartbomb or mining laser platform.
3) Speed and agility. No matter how you play it, you'll spend your salvage life closing on the next wreck.
4) Cargo space. Not Indy class, but 1000cm or up. Really, something in the 1k to 2k range would be fine. You could limit low slots, no need to allow this beast to be turned into an indy using cargo expanders.
I'd like to see a badger-sized vessel with eight high slots, 1000cm cargo, and handling roughly akin to a cruiser or blockade runner. Folks are currently using a destroyer in this role, but the cargo space simply isn't up to snuff. Battleships can be fitted OK, but tend to be too slow / sluggish, not to mention overkill for the role.
I'd also like to see a frigate-class vessel with at least six high slots for salvagers. Extreme speed, cargo like the Bantam or a little better.
As for bonuses, I think one of its per level bonuses should be to agility. Other areas suitable for bonuses (obviously not all of these, this is a menu from which to pick) would be:
1) salvager range 2) salvager effectiveness (speed of cycle, chance of recovery, amount of recovery) 3) vessel speed 4) ???
I firmly believe all the above should be Tech I, blueprints for sale by NPCs, and cheap to build.
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Raquel Smith
Caldari Freedom-Technologies
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Posted - 2007.01.14 14:29:00 -
[70]
Originally by: Abathur Keep the ideas coming, everyone. 
Tech 2 shuttles.
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tiller
MAFIA Pirate Coalition
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Posted - 2007.01.14 14:50:00 -
[71]
I want to fly Billboards
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Kaaln
Gallente Soar Angelic
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Posted - 2007.01.14 14:55:00 -
[72]
Originally by: Abathur Keep the ideas coming, everyone. 
Can I just derail slightly to say that it's posts like this that prove just how great the minds behind Eve are. It really is so encouraging to see the developers taking such an active part in the discussion of new content.
Carry on.
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Chronos VIII
Dark Blade Incorporated Interstellar Alcohol Conglomerate
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Posted - 2007.01.14 14:59:00 -
[73]
We dont need new ships; amarr and minmatar ships need to get boosted 
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Roy Batty68
Caldari Immortal Dead
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Posted - 2007.01.14 15:21:00 -
[74]
Just a comment on the T2 BS and similar thoughts; I'd much rather see widely varying types of ships that serve unique or new roles than I would like to see content added that simply makes old content obsolete.
I think we've already had enough of that sort of thing added to the game. I'd much rather play a game where every single ship does at least one thing better than any other ship, than a game that is simply T1, T2, T3 leap frog. ------------------- ... [OK] ...
zOMG! |

Ateneiha
Amarr Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2007.01.14 15:35:00 -
[75]
With the increase of numbers in motherships and titans i really think we need a better solution to hold them in place. IMO bumping them is not a good solution (im not saying that its impossible) and the interditors dont work in low sec, my suggestion would be:
A specific warp scrambler.
I know what u goint to say: OH noes a a 15 billions ship scrambled by a frig..!!!, of course not!!
This specific warp scrambler would only work in motherships and in titans.
U wanna kill that mothership? bring yours, and lets fight!!
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Jowen Datloran
Caldari Science and Trade Institute
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Posted - 2007.01.14 15:55:00 -
[76]
Being a huge carebear I would really like to see some some new ship classes (tech 2 or not) which primary aim not are pewpew.
An ORE capital sounds interesting and maybe we can have a tech 2 version of the Probe frigate turning it into a dedicated exploration ship. It is half there already.
Also more ships from the side factions would be fantastic.
And ofcourse, the ships I would least like to see are new pwn-mobiles. ---------------- Mr. Science & Trade Institute |

Bazman
Caldari Shinra Lotka Volterra
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Posted - 2007.01.14 16:10:00 -
[77]
Originally by: Abathur
Originally by: Bazman Capital Warships (All guns, no stupid seige mode buisness or fighter nonsense) /me hides
Tier 2 Dreads? Juggernaughts? Sounds like a plan. 
Keep the ideas coming, everyone. 
Well, teir 2 Dreadnoughts could work, but i'm thinking of ships that litterally just act as Battleships on the field. Designed simply to pound on enemy Battleships/Capitalships from long range. (Or if your feeling really sick, using them at close range with capital blasters/autocannons etc) :P
Current dreadnoughts don't have the raw unsieged firepower to do anything on the battlefield, and i find it surprising that there hasn't actually been a dedicated Capital ship for fleet battles already. -----
OMG READ TUXFORD!!!1 |

Alexi Borizkova
Caldari New Age Solutions
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Posted - 2007.01.14 16:10:00 -
[78]
Originally by: Jowen Datloran ...maybe we can have a tech 2 version of the Probe frigate turning it into a dedicated exploration ship. It is half there already. ... Quote:
The Covert ops frigates that exist go a lot of the way, but I'd love to see a further extension of them into a ship dedicated to running heavy sensors. Potentially boosting a gang's sensor strengths, lock range/speed, and with great probe usage ability.
But more with awesome exploration as a sideline, with the main show being chasing people down. It seems fair to dedicate a highly skilled pilot to be able to boost the gang in such a way, and be a bit better than a covo in terms of catching loggers and recons/cloaked ships.
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Kala Veijo
Veto. Veto Corp
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Posted - 2007.01.14 16:18:00 -
[79]
Anti-blop Capital vessels with AOE weapons. Titans are bit too expensive for this imho.
Warp Wind, CSM Chapter blog. |

darth vicious
Amarr Dragon's Rage Intrepid Crossing
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Posted - 2007.01.14 16:30:00 -
[80]
i would suggest a mine dropper ship somthing like a logistics ship that could drop mines at the gates etc.
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Joerd Toastius
Octavian Vanguard
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Posted - 2007.01.14 16:44:00 -
[81]
Edited by: Joerd Toastius on 14/01/2007 16:41:51 WRT to exploration I would give my left nut for the following:
This Tech 2 frigate class is designed for all the boring grunt-work jobs - salvage, exploration, archaeology, hacking etc. It's slow and largely defenseless but also tough, agile and heavily optimised for its task. The Amarr version described here is based off the much-needed but currently non-existent 6th Amarr frigate hull filling the scouting (astrometrics bonus) role.
Quote: Name: Missionary Hull: Flagellator class Role: Deep Space Utility Ship
The Missionary is a new class of vessel designed to expedite a wide range of mundane but necessary operations, including exploration, salvage, archaeology and data retrieval. While lacking the capability to defend itself, it is nevertheless tough enough to survive the rigours of deep space.
Developer: Khanid Innovations
This latest product is the result of a new joint venture between Khanid Innovation and Hedion University, with the latter sponsoring the design and construction of a vessel suited to the needs of increasing numbers of so-called "starfield academics". It is rumoured that the University provided substantial financial backing in order to make production viable, but KI maintains that there is a sound business case for the vessel
Amarr Frigate Skill Bonus: 5% reduction to activation time of modules requiring Science or Survey skills per level, 10% increase in Tractor Beam range per level
Utility Ship Skill Bonus: 10% reduction to duration/activation time of modules requiring Astrometrics per level, 5% increase to all Access Difficulty Bonuses per level
Attributes Structure: 1500 Capacity: 900 Mass: 2,100,000
Armour: 2000 EM resist: 60% Explosive resist: 80% Kinetic resist: 62.5% Thermal resist: 35%
Shield: 500 Recharge time: 700s EM resist: 0% Explosive resist: 90% Kinetic resist: 70% Thermal resist: 20%
Capacitor capacity: 300 Recharge time: 187s
Maximum targetting range: 30km Maximum locked targets: 6 Scan resolution: 300mm RADAR sensor strength: 34 Signature radius: 33m
Max velocity: 280m/s (Agility: pretty good)
Required Skills Amarr Frigate V (Spaceship Command I)
Utility Ships I (Spaceship Command III, Science V, Survey V)
Fitting CPU: 300 Powergrid: 30 Calibration: 400 Low Slots: 4 Med Slots: 6 High Slots: 6 Turret hardpoints: 0 Missile hardpoints: 0 Rig slots: 2
What you end up with: T2 resists, good armour strength but no offensive capability outside smart bombs. The intention is that it should be able to tank an NPC spawn or player hostile for long enough to get into warp, but represents no real threat on its own. It's slow and heavy, which isn't ideal but is characterful, and the increased tractor range mitigates that somewhat. Slot layout gives lots of room for miniprofession modules, and the bonuses make it decent for probing (same bonus as covops, plus a reduction to the post-launch cooldown in the form of the -5% science module cycle time), and salvaging/hacking/archaeology (25% less cycle time plus extra success chance), as well as giving its tractors a longer reach. It has good sensor strength and a small sig res making it hard to probe down, which helps balance out the lack of cloak against a dedicated covops for exploration; however, its low speed and lack of cloak will not make it a particularly good ship vs other players. Cargo hold should be big enough for a fair few probes and room to pick stuff up, although if you wanted a truly self-sufficient version you'd want a cruiser hull and a covops cloak ideally - that'd be a new model eventually, I guess.
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Joerd Toastius
Octavian Vanguard
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Posted - 2007.01.14 16:59:00 -
[82]
Oh, and as to the motivations: - The Amarr version is (as above) a result of HU basically paying KI for a ship for their academics, because the Empire itself is too busy sorting itself out to worry about this sort of stuff right now - The Caldari version would be developed by one of the big corps keen to exploit the hidden riches of space etc - The Matari version comes about because, well, they need to scavenge every last resource they can get right now, so the government mandates a new design to that end - The Gallente version is designed to fill the market niche populated by the millions of federal citizens who aspire to find their fortune among the stars
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Lisento Slaven
Amarr The Drekla Consortium Kurai Komichi
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Posted - 2007.01.14 17:10:00 -
[83]
When is CCP going to implement the space whaling occupation with full blown whaling ships? ---
Lisento Slaven wants to be a Space Whaler in EVE.
Put in space whales!
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Hari Amun
Brutor tribe
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Posted - 2007.01.14 17:49:00 -
[84]
I really would like to see faction industrials or transport ships.
One of each pirate faction. Some bonuses that might make sense:
* cargo * smuggling * better agility * tractor beam range and speed bonus * more high slots (no turret) * -x warp scramble * resistance
I am also thinking of a faction freighter, the only one with a low slot (agility) or rig slot. It should have something special in the first place, so maybe very high base agility and no slots, scooping cans?
Ok, the freighter is far fetched, but the industrial side of the ship fleet really needs some love and more variety I think.
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Dorah Hawkwing
Chosen Path Lotka Volterra
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Posted - 2007.01.14 18:24:00 -
[85]
Salvager bonus: Increased tractor range, increased tractoring speed. :)
and yeah, something like a capital warship, using dread weapons with decent tracking as sort of battleship/dread engager sounds like fun. Though don't give it more tanking than an unsieged dread.
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Argyle Jones
Minmatar Wreckless Abandon The UnAssociated
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Posted - 2007.01.14 20:16:00 -
[86]
How about a ramming ship? A ship that deals damage when bumping? ;) |

Amerame
Section XIII
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Posted - 2007.01.14 20:30:00 -
[87]
T2 BS : Heavy Bombers, anti capital ship.
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aeti
Band of Brothers
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Posted - 2007.01.14 20:45:00 -
[88]
stealth bombers with citadels ¼.¼
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SonOTassadar
The Dead Parrot Shoppe Inc. Brutally Clever Empire
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Posted - 2007.01.14 20:58:00 -
[89]
Originally by: Abathur Keep the ideas coming, everyone. 
I'd like to put in a request for a Caldari Fleet Command Ship that is a missile boat. I like giving gang bonuses, and I'm specialized in missiles, and I could use missiles on a Vulture, but I would be shortchanging myself.
Maybe a Tech2 Drake? ----- Griffin -- 100,000 ISK ECM - Multispectral Jammer Is -- 20,000 ISK Standar Missile Launcher Is -- 10,000 ISK War target sobbing over losing a fight in his T2 fitted Battleship -- priceless |

Darko1107
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.01.14 21:29:00 -
[90]
Once planetery interaction comes along...
Definatly some death stars. But with bob around, ccp might end up running out planets.
And hello! Cap missiles!
Weapons that enable ships to collapse stars and wipe out entire solar systems!
Black Hole Generators.
Outposts with star drives. Enabling them to go into warp/jump so that they me be relocated.
Devices that enable us to move moons, so that they can be slammed into planets/pos or through fleets!
A battering ram. A Giant Titan Sized chunk of hte strongest metal known to man, with massive engines, that just slams into outposts and rips them to peices.
Wow, didnt go overboard at all.
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Sig removed, please keep it under the 24,000 byte limit, if you have any questions please email [email protected] - Xorus |
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