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Thread Statistics | Show CCP posts - 2 post(s) |

Nanobotter Mk2
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Posted - 2007.01.14 21:32:00 -
[91]
Well I would say we need mroe ships, but useful ships. The latest offering of tier upgrades were pathetic. As it stands right now HACS are top dog and they proably shouldnt be. Ie we need TECH 2 BC and BS.
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Sorela
Gallente
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Posted - 2007.01.14 21:33:00 -
[92]
This could be a bit overpowered but I'd love to see a ship that could say let a set amount of players in frigates dock on it then do a jump and take all the docked players with it.
Not like a titan's jump gate but a way to move around small ship fleets for flanking or maybe resource raiding deep in an opponents territory.
Beyond that I'd like the idea of faction ships to be expanded a bit more. New hull models are always fun adds and you don't have to risk balance problems by trying to create yet another new ship role.
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Elmicker
Unscoped Myriad Alliance
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Posted - 2007.01.14 21:39:00 -
[93]
I'd just like to see more variations on ships and roles, no more exact cookie-cutter setups. Rigs were supposed to be the start of it, but everyone's just fitting 3x cap rigs. Could put an end to your standard fleet fight primary calling and bring some fun into large-scale fleet fights instead of just reading off the list of "who's most dangerous"
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Sara Finn
Amarr Order of the Blessed Sisters of Amarr
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Posted - 2007.01.14 21:43:00 -
[94]
I put this in another post, but what the hell, I'm hoping someone other than me likes this idea, as I'm not a big fan of the ORE ships and like to see a little more utility and flavour to our beloved mining vessels.
Racial Mining Vessels: In response to the success of the ORE ships and the depletion of resources in the Core Systems, the 4 Empires have designed new mining ships. All ships are a little bigger than Cruisers and can mine just as well as the Covetor (unless noted). All ships have increased overall hitpoints over the Covetor and have a couple of more slots than the Covetor (racially balanced ofcourse), and also the same sized drone bay (unless otherwise noted). All ships are T1 and priced above the Covetor.
Anole -- In response to the State's vast hunger for ore and minerals and it's equally dwindling supply, Ishkone has used it's research on the Buzzard project and adapted it to a mining ship. Utilizing a Covert Ops cloaking devices to a ship that can mount 2 Strip Miners, has given the State the ultimate stealth miner, so that it may embark on clandestine mining operations deep within Guristas or Gallente space.
Inanna -- Creodron has taken the Covetor, ripped it apart and inserted its own hard-coded drone technology. The result is a ship that only has 2 Strip Miner hard-points, but the largest drone bay of all mining ships (expandable with skills) and with mining drone bonuses. With maxed-out skills, the Inanna would be the best miner of the bunch, and would have the best offense, capable of putting out Heavy drones in its defense. It would have the weakest armour and sheild of the bunch though.
Deacon -- Viziam utilizing its customary imgination has taken a Covetor hull, made it bigger and put some very impressive armour plating on it. The thinking behind this is give the miner a superior defense and he will be able to take care of himself in some of the Empire's less-than-hospitible places. This ship would have the largest number of low slots and best defenses of the bunch.
Zephyr -- The Thukker tribe has taken a bit of a different tact from the others and adapted solar panels to a very small and (electronically) unsofisticated design. The result is a ship that utilizes less of its onboard power the better the pilot is familiar with its system. This will ultimatley decrease the signature radius (with maxed skills reducing it to a small frigate like a probe) making it hard to detect. This ship will also be the fastest and most manuverable mining ship (that's not saying much though ). |

Chillshock
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Posted - 2007.01.14 21:49:00 -
[95]
A whole bunch of "useless" and "not innovative" ships that have a history and a place.
5 different BS per race instead of 3.
oh... and a tech II Dominix *g*
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Angelic Resolution
Arcanum Defence Forces
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Posted - 2007.01.14 22:19:00 -
[96]
Jump freighter. Says it all, make this CCP and you will populate 0.0 within a month.
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Raeff
Eternity INC. Mercenary Coalition
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Posted - 2007.01.14 22:34:00 -
[97]
Edited by: Raeff on 14/01/2007 22:34:11 1) fix bombers *option a) change bonuses to compensate for the 7km/s speed ceptors *option b) change their bonuses and make them able to fit torp launchers
2) fix logistics ships *option a) give them bonuses to fit LARGE repers/boosters/transfers and able to run 3-4 withoutrunning out of cap *option b) give them the capability to fit 1 CAPITAL size rep/booster/transfer
3) specialized POS transport ships *a) small cargo hold but a bonus that shrinks the size of POS modules so you can fit a whole large POS setup inside .. to big to fit in a carrier, but small enough for a mothership
and yes, we need a jump freighter with same capital ship restrictions(0.0-0.4)
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Mephesto Nizal
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Posted - 2007.01.14 22:35:00 -
[98]
new Fighter drones manned by players, launched from carriers.
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Mtthias Clemi
Gallente Infinitus Odium
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Posted - 2007.01.14 22:35:00 -
[99]
Originally by: Lisento Slaven When is CCP going to implement the space whaling occupation with full blown whaling ships?
We're whalers on the moon, we're whalers on the moon! But there aint no whals so we tell tall tales and sing a whaling tune!!
ok ok that was harsh, i dont hate mods.. as an apology the mod who shows the most wuv gets a free mercedes...
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Kehmor
Caldari PAK Shroud Of Darkness
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Posted - 2007.01.14 23:20:00 -
[100]
I don't know what you mean by a hacking ship but... I would love to see something that can mess with other players overview settings etc. Mask certain people in local chat for example. Stop certain ships appearing on over view. Somethign like this could add a whole new level to pvp.
Apart from that a salvager ship would be cool.
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Abathur

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Posted - 2007.01.14 23:29:00 -
[101]
Originally by: Darko1107 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.
Most of these are slated for after Kali 3. Except the whole battering ram thing. That's a little too much... 
"Tux did it!" |
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Xen Gin
The Dragoons
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Posted - 2007.01.14 23:31:00 -
[102]
A Dedicated Survey Ship would be nice.
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The Armin
Shiva Morsus Mihi
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Posted - 2007.01.15 00:05:00 -
[103]
Edited by: The Armin on 15/01/2007 00:06:11 T2 Battleships (Based on tier3s):
Ship of the Line
Amarr: 4/2/8 4 turrets Caldari: 4/8/2 4 launchers Gallente: 4/4/6 4 turrets Minmatar: 5/4/5 3 turrets, 2 launchers
Able to fit giga/x-l guns, but no siege mode. T2 skill bonus: 10% tracking and 5% damage. (Caldari one gets something for sig radius)
= yar :D
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JaegerKnack
Minmatar 5punkorp Interstellar Starbase Syndicate
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Posted - 2007.01.15 00:27:00 -
[104]
Originally by: The Armin Edited by: The Armin on 15/01/2007 00:06:11 T2 Battleships (Based on tier3s):
Ship of the Line
Amarr: 4/2/8 4 turrets Caldari: 4/8/2 4 launchers Gallente: 4/4/6 4 turrets Minmatar: 5/4/5 3 turrets, 2 launchers
Able to fit giga/x-l guns, but no siege mode. T2 skill bonus: 10% tracking and 5% damage. (Caldari one gets something for sig radius)
= yar :D
XL turrets on a relativly manouverable hull?
/me drools
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Hehulk
Black Sea Industries
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Posted - 2007.01.15 01:08:00 -
[105]
Originally by: JaegerKnack
Originally by: The Armin Edited by: The Armin on 15/01/2007 00:06:11 T2 Battleships (Based on tier3s):
Ship of the Line
Amarr: 4/2/8 4 turrets Caldari: 4/8/2 4 launchers Gallente: 4/4/6 4 turrets Minmatar: 5/4/5 3 turrets, 2 launchers
Able to fit giga/x-l guns, but no siege mode. T2 skill bonus: 10% tracking and 5% damage. (Caldari one gets something for sig radius)
= yar :D
XL turrets on a relativly manouverable hull?
/me drools
Someones forgotten about tracking  ---------- It's great being minmatar, ain't it |

Savio
Caldari The Knights Of Camelot FOUNDATI0N
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Posted - 2007.01.15 01:17:00 -
[106]
I think we need more smaller ships.. Maybe a new class of ships even...
More cruisers could be nice, maybe even a tech2 one?
. Need a Sign? Click Here |

The Armin
Shiva Morsus Mihi
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Posted - 2007.01.15 02:46:00 -
[107]
Originally by: Hehulk
Someones forgotten about tracking 
3x tracking mods + 50% bonus at lvl5 (maybe increase to 12.5% / lvl, makes it 60%) :P + the optimals on these are gonna be like 200ish so.. tracking ? :P Caldari one is gonna sux due to "missiles is nono on fleet ships" MWAHAHAHA 
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Benvie
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Posted - 2007.01.15 03:06:00 -
[108]
Seriously, a Tech 2 shuttle. Something for just passenger carry, or blueprint carry. Something that gets up to warp extremely fast and warps extremely fast. An extra to add might be some sort of passive warp core stabilization bonus, but that's not a requirement.
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Johnathan Roark
Caldari Quantum Industries Prime Orbital Systems
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Posted - 2007.01.15 04:57:00 -
[109]
Originally by: Abathur This post is a couple weeks early. After the Revelations v1.3 patch comes out, you should see a Dev Blog on some of the things you might expect to hit later this year. It goes far beyond just new ship types though. 
Originally by: El Yatta 1) Jump freighter. Carriers being used says it all really.
I won't disagree about this one. The key is balance.
Freighters have 750k m3 + cargo but have a slow align and warp speed and have no defence or officne ability.
What i would like to see is a capital ship that can jump, with the range of a carrier, about 100k to 200k cargo, maybe some ability to defend, but very limited. No guns, maybe some fighters or drones. They would be limited to the same places other jump capital ships can go.
I would keep the idea that neither ship should be alone, probably would want to have carriers escort this jump capable carrier.
Corporation Management Improvement |

ceaon
Gallente Porandor
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Posted - 2007.01.15 05:07:00 -
[110]
Quote: 2) ORE capital (could combine no.1 as well). We know this is coming.
u mean the capital mining ship ? @@@@@@@@@ @@@@@@@@@ @@@@@@@@@ @@@@@@@@@
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Aphotic Raven
Gallente E X O D U S Imperial Republic Of the North
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Posted - 2007.01.15 05:34:00 -
[111]
I'm looking forward to industrial Cap ships, i think they'll be sweet. Theres talk of a ship with mass cargo hold for in belt refining, and a ship that can *****the ore right out of a belt... other ideas focus simply on mining bonus's....
As much hard work as it is i think the fact that its ORE Sydicate based needs to be taken into consideration, theres only going to be one...... maybe more than one role needs to be covered by different ships? i think the refiner would be awesome as well as a bonus to mining link module things...
I think 1 would be kinda boring, a few that get a bonus from having the others around would be awesome.... and omg in belt refining! NO MORE GOD DAMN CONSTANT HAULING!! woot!
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Malachon Draco
eXceed Inc.
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Posted - 2007.01.15 08:38:00 -
[112]
I think we need a few more ships to round out the current selection. We could also use a few more faction ships, like fleet Maelstroms or Caldari Navy Rokhs and such, but that would just be extra.
What I think we need:
1. Jump capable freighter. Jumprange equivalent to carrier, and 200k cargospace (taking into account cargo expanders, so probably 60-70k base cargospace).
2. A larger T2 hauler than the current Impel/Occator etc. series, with say 25k base cargospace, could require transport ships 4 or 5 and should be more maneuvrable and a lot faster than a freighter.
3. Capital low-end ore miner. It should be capital (i.e. only lowsec or 0.0) and give big bonuses to low-end ore yield (veldspar up to say hemorphite), but be less efficient at highend ores than a hulk.
4. Tech 2 Battleship.
A lot is said about this ship, and most of it IMO comes from the fear people have about a 1-man pwnmobile as someone put it, due to bad experiences with HACs.
Now I don't think the problem with HACs is that they are too strong. The problem with some HACs is that they are both strong and extremely fast. Any ship, no matter how strong, can be destroyed if it can be pinned down. But ships like the vagabond get their fearsome reputation mostly from being extremely hard to pin down.
Now if we look at the possibility/need for a Tech 2 BS, we need to consider the gap between the current tech 1 BS vs the carrier and dreadnaught. I think that gap is too large, and the gap is all the more apparent if you look at Motherships and how hard they are to take down. So from a gameplay perspective, there is certainly room for a Tech 2 battleship, in order to make killing carriers, dreads and motherships more attainable.
How to reconcile this with the fear of the 1-man pwnmobile fear is not that hard I think: Make tech 2 battleships slow. Slow to move, slow to align. That will make them much less attractive as solo-ships, since most people will have friends nearby they can call on, and a slow ship will have a hard time getting away.
5. Tier 2 destroyers. We could really use a tier 2 destroyer, and their key bonus IMO should be, for all of them, BIG bonuses on tracking and optimal range. Destroyers should be good at taking out interceptors, and bonuses on tracking are needed for that.
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Waut
0utbreak
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Posted - 2007.01.15 08:50:00 -
[113]
Originally by: El Yatta
1) Jump freighter. Carriers being used says it all really.
So, any more ideas? New ships are always coveted by the playerbase, but now it seems the "obvious" choices (pad out empty categories, make t2 versions of most ships) are running out.
Armed freighters/War Galleons
Slow and bulky but capable of defending itself against minor threats
In Soviet EVE, roids pop YOU
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Comstr
Technology Acquisition Collective Interstellar Alcohol Conglomerate
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Posted - 2007.01.15 09:04:00 -
[114]
Patrol Boat: T2 Destroyer. It's designed to fight tech 1 and 2 frigate swams, when you don't want to commit a cruiser. High resists, can't act as an interdictor.
Jump Capable Hauler. Bigger cargo than a carrier, smaller than a Freighter. No guns, you want to escort it WITH a carrier.
Escort Carrier: Smaller than a mainline carrier. Used for smaller engagments with a few fighters. Gives Cruiser fleets some additonal backup, but in term you only need a cruiser/battlecruiser to kill it. No Jump Drive, but still can't enter deadspace complexes.
Mobile Refiner: Can move slowy between belts to refine ore. Able to carry normal mining lasers, if you want to use it to it's full potential, get some friends to use ORE miners with you.
Monitor: A tier 2 Battleship carrying 1 X-Large Capatail ship gun/missle. Gives those who can't afford a dreadnought the ability to help with a POS seige, or engange enemy dreads with lots of help. Trackling inabilies means it can't hit anything smaller, and has a slow firing rate. Design shows it to have a centre-line cannon/gun/beam/Missle Launcher bay (aka, the A-10).
Ageis Battle(?)Cruiser: Bonus for using defender missles, ECCM and tracking links.
Some sort of anti-blob ship smaller than a Titan. No drones used, as it's a weapon to fight lag, not cause more of it. This means no flashy graphics either!
Salvage Vessel: a Tech 1 tier 3 Frigate that gives bonus to Salvaging range and output. Large cargo hold, very weak armour/shields. Not a tech 2 vessel, as low skilled characters can do salvaging.
Science Frigate: Tech 1, Tier 3(?)-4 Frigate able to explore new worlds and new deadspace complexes, to seek out new asteroid fields and exploit them, or at least gets a bonus on finding them. Could be paired with the Salvage vessel (Minmater and Caldari for Salvage, Gallentee and Amarr for Science?).
Science Vessel: Tech 2 Cruiser that gives a bonus to archeology and exploration. Tech 2 because only high skilled characters tend to get Science 5 anyway or do COSMOS missons that require it. As it's a cruiser, it can also tank better than the Science Frigate, and also more saftly in 0.0 space and lowsec.
Cruiser-Stealth-Torpedo-Bomber (aka, a Submarine): The stealth-bomber that can launch Torpedos. Use it to hunt for Escort Carriers and Jump capable Haulers (see above). Can also double as a good exploration ship perhaps.
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Kagura Nikon
Minmatar MASS HOMICIDE FREGE Alliance
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Posted - 2007.01.15 09:31:00 -
[115]
I have 2 ideas for tech 2 battleships.
1 is a limited jump engine like the titan one. Caplable of jumping 2 ships.
Other is something to emulate the role of the real life SSBN submarines with intercontinental missiles. A ship capable of firing XL missiles.. CROSSS systems (a missile with jump drive) Of course generating a cyano signal so everyone would know where it is.
BUt for both no uber resistances. Maybe at most a 10% resistance increase.
If brute force doesn't solve your problem.. then you are not using enough!! |

Daftex Muleson
Minmatar UNITED KINGDOM MAYHEM
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Posted - 2007.01.15 09:52:00 -
[116]
Whatever they introduce, they are more than likely to be hugely expensive ships I haven't got a hope in hell of flying cos I'll never be able to afford them, thereby making my T1, affordable, frigate or cruiser even more redundant apart from a bit of solo ratting!
IMHO, the imbalance is in the price of ships and rigs. The step from Rifter to it's more "modern" and competitive counterpart, the Jag or Wolf, is just too huge...the jag being over 100 times more expensive. And if you consider the AF to be a completely different ship to the rifter then what we need is an update to the T1 ships....Ah, of course, silly me. That's what rigs could do.....allow me to update my ship to make it more competitive. Now then, where did I put that spare 100 mil ISK for the shield rig.....
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Kazuo Ishiguro
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Posted - 2007.01.15 09:52:00 -
[117]
Originally by: Benvie Seriously, a Tech 2 shuttle. Something for just passenger carry, or blueprint carry. Something that gets up to warp extremely fast and warps extremely fast. An extra to add might be some sort of passive warp core stabilization bonus, but that's not a requirement.
What, Covert Ops frigates aren't good enough? They warp at about 16au/s, you know... ------
So you're lagged out in Motsu/Saila/Aramachi, but you want that CNR? Do missions for another corp! |

greywinged
Federation of Freedom Fighters
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Posted - 2007.01.15 10:30:00 -
[118]
I like to see something inbetween battleship and dread. A capital ship class without any special features like siege mode, fighters etc - just a plain combat ship with lots of XL guns 
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Waut
0utbreak
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Posted - 2007.01.15 11:02:00 -
[119]
Originally by: Benvie Seriously, a Tech 2 shuttle. Something for just passenger carry, or blueprint carry.
we already have one
In Soviet EVE, roids pop YOU
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Gabriel Karade
Nulli-Secundus
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Posted - 2007.01.15 11:40:00 -
[120]
Well, I'd like to see a Tech II Battleship based on the Tier 2 hull. Jump drive capable, whilst maintaining the use of stargates...
...and absolutely nothing else, no fancy resistances, no extra damage bonuses, role bonuses focused on the jump drive, i.e. capacitor use/jump range. Uses a small amount of racial isotopes to jump, such that can still carry a decent quantity of Ammunition/cap booster charges while performing a couple of jumps.
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Video - 'War-Machine' |
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