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

Jezziika
Gallente Mirage Industries
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Posted - 2007.02.01 18:42:00 -
[181]
I'd like to see a BS class ship; The Chameleon Class T2 Escort
Fitting abilities pending but this would be the only ship class that can fit 2 unique modules, firstly the afore and oft mentioned mobile shield emmitter, offering near POS level shielding to a mobile fleet with the necessary fuel consumption and inablity to fire outward as well as inward. The module can be multi fitted for an increase in the radius of protection offered. And should probably show on the scanner/map in the same way cynofields do...
A simple way to protect a fleet or other assest on a short term basis (fuel consumption should be high and only sustainable with a proper supply line), allowing movement, deployment or escape etc. Secondly and perhaps even more usefully a Jove or older (Yan-YUng etc), invented, Chameleon Device.
A highslot module that projects a field that disrupts space around it in such away that it interferes with the scanners of any ship or probe in the same system that scans the area of effect around the ship it is fitted to. The simple effect being that the ship type of any ships within its field are disguised and changed to another class. A fleet of BSes could be made to look like Cruisers or Frigates Like Recons or a Carrier fleet like a harmless mining gang.... Only visual (ie same grid) contact will reveal the actual types and classes of ships present.
This gives proper reconaissance a new role, allows much variety in the way it can be used, from disguising freighter movements to setting ambushes, many possibilities. Obviously the two modules cannot be activated together (maybe not in the same grid even) but would certainly spice things up a little. As you can tell I've not really thought it through, so I've thrown it to the lions^^
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Daikaze
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Posted - 2007.02.01 19:03:00 -
[182]
A 3rd interceptor for each race :)
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Cadman Weyland
Eternity INC.
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Posted - 2007.02.01 19:17:00 -
[183]
Edited by: Cadman Weyland on 01/02/2007 19:17:53 Edited by: Cadman Weyland on 01/02/2007 19:15:39 A few of my thouights here, a lot of them have already been listed by others.
1. Khanid Ships. Armour and missiles. 2. Light Freighter. Between the Transports and Freighters (poss a jump one) 3. Stealth Bomber with a Bomb/Torp (limited ammo, fire, warp out reload, repeat) 4. More Destroyers and Battlecruisers. T1 and T2. Add Stealth bomber here if needed. 5. Capital Miner/Industrial/Refinery. 6. Through Deck Crusier, ie mini carrier (not a Domi) 7. Non Dread(siege) Capital warship or T2 BS (maybe not an uber hac mind u) 8. Logistics ships. Find a way to make them viable. Hit point rise, extend range, gang mods.
Oh and fix the POS`s so they actually look like a station, nopt a random collection of debries the space shuttle ejected when it flushed the loo. U have plenty of structures in missions to copy.
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Benco97
Gallente Multiverse Corporation
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Posted - 2007.02.01 19:28:00 -
[184]
A science ship would make me happy, something suited to doing Archaeology or Hacking, come one, such a fuss was made about COSMOS things like those and all we got was a module.
"MY GOD KEEP THIS AWAY FROM BENCO97!!!!!" - Constantine Arcanum |

Kua Temporary
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Posted - 2007.02.01 20:33:00 -
[185]
Originally by: El Yatta ....revelations brought us tier 3 bs and tier 2 bc.
When peeps talk of tiers, do they just mean slightly improved versions of the previous? And in the above case did they bring in one tier 3 BS and one tier 2 BC for each race?
Also, can everyone stop referring to Kali . It confuses us nubs - I believe they decided to call the patch Revelations instead. But I could be a l'il confused there.
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Sever Aldaria
Agony Unleashed
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Posted - 2007.02.01 20:40:00 -
[186]
Edited by: Sever Aldaria on 01/02/2007 20:39:28 T2 Ewar Frigates. 
EDIT: (e.g. T2 versions of maulus, griffin, vigil, crucifier for ewar bonuses)
[green]Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty. If you would like further d |

Maya Rin
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Posted - 2007.02.03 23:53:00 -
[187]
Originally by: Kua Temporary
Originally by: El Yatta ....revelations brought us tier 3 bs and tier 2 bc.
When peeps talk of tiers, do they just mean slightly improved versions of the previous? And in the above case did they bring in one tier 3 BS and one tier 2 BC for each race?
Also, can everyone stop referring to Kali . It confuses us nubs - I believe they decided to call the patch Revelations instead. But I could be a l'il confused there.
To quell your confusion...
Tier refers to the skill level required to pilot a ship. For example, a tier 2 BS requires Batleship skill level 2 to fly, a tier three, level 3. This refers to the relative "complexity" of the ship, in a way, higher tier ships being generaly considered better overall than their lower tier counterparts (though the lower tier ones having roles not overshadowed by the higher tiers).
On another note, I am a little confused by this call for another tier of interceptors. I can see no real gain, except for a "better" version. There is no role that it can obviously fill. Also both interceptors for each race are only "tier 1" in the normal use of this phrase. A third intercepter would add nothing to gameplay relative to the other suggestions being put forwards.
I would also like to endorse the suggestion for another tier 2 destroyer designed for taking down tier 2 frigates. As it stands the destroyer is of little use in anything other than level 1 misions and salvaging. I think that the adition of a tier 2 Destroyer, along with a general reduction in sig radius of this class, making it more like (but not exactly) frigate size would make them more viable as playable ships. With the introduction of dedicated salvaging ships this would again be reduced to a worthless ship.
Just my 2 cents.
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Kweel Nakashyn
Minmatar Aeden Tau Ceti Federation
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Posted - 2007.02.04 00:41:00 -
[188]
Edited by: Kweel Nakashyn on 04/02/2007 00:39:04 Edited by: Kweel Nakashyn on 04/02/2007 00:38:44 Edited by: Kweel Nakashyn on 04/02/2007 00:37:47
Originally by: AdmiralNaismith Edited by: AdmiralNaismith on 13/01/2007 15:33:22 Dedicated suicide ships that cost around 2 billion. Think something bs size, no high slots, but takes out every ship in a titan uber weapon way, with a much smaller radius. (...)
You mean, like this ?  -----
History is made by whinners |

digitalwanderer
Gallente The Nest Interstellar Alcohol Conglomerate
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Posted - 2007.02.04 02:43:00 -
[189]
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.
Most definately on freighters with jump drives...Would help immensely with logistics and resupply,rather than using carriers wich aren't ships that should be used for hauling supplies in the first place...
Quote: 2) ORE capital (could combine no.1 as well). We know this is coming.
There are a lot of ideas being floated about this ship, both in house and on the forums. We're keeping tabs on them all before any final decisions are made.
Definately needed if we're ever going to see more than a handfull of titans in the game,and there are already more pilots,that are able to fly one fairly soon(or can already),if it wasn't for the limited means,given the huge mineral requirements of titans, to mine the necessary minerals needed to construct those ships is a reasonable timeframe unless the entire aliance gets involved in the process....Will also be usefull for Tier 2 dreads and juggernauts if ever those are released...
Quote:
Tier 2 Dreads? Juggernaughts? Sounds like a plan. 
Keep the ideas coming, everyone. 
Definately something i'd want in both cases...As for me personally,i'm already maxed out in terms of carrier skills,and there is the natural upgrade path from a carrier to a mothership,wich essentially has the same role as the smaller carrier,only does it bigger and better,but there isn't anything for dreads,wich the natural progression for those is where the juggernaut comes in,at roughly the same cost as a mothership in terms of capital ship parts,and construction time,needing sovereignty as well...
It should still use the same turrets as dreads,but more of them(let's say 5 turret points,instead of 3),siege mode just like dreads have,and of course even more HP,but the biggest advantage would be something in common with motherships.....Immunity to all types of ECM.
Given it's larger size compared to dreads(say twice as large),lock times would take longer still,and it's jump range would be shorter than a dread and use more fuel to jump and more strontium to maintain siege mode since the ship has more mass to move(jump fuel)and more turrets and harder tanking to power up(where more strontium for ever cycle comes in),so the ship itself would be more expensive to operate than a dread,but the cargo bays should be bigger to allow much longer periods in siege,without carriers needing to haul as much strontium in their corp cargo bays,and haul ammo instead for all the fleet if needed....Just like motherships,can't be docked or insured....
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Dudley Testing
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Posted - 2007.02.14 12:43:00 -
[190]
I want a t1 frigate for Amarr with an astrometrics bonus....
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Frools
Chaos Reborn
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Posted - 2007.02.14 13:23:00 -
[191]
Edited by: Frools on 14/02/2007 13:21:40 can i get a navy geddon please 
there isnt a proper faction geddon (imp is unique and so realistically unattainable, bhaalgorn isnt a geddon )
8/4/8, more cpu/grid, same bonuses
oh and shinier of course
edit: yes i know theres no faction phoon or domi either but i dont care about them 
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Na'Thuul
Caldari Sanguine Legion
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Posted - 2007.02.14 13:50:00 -
[192]
T2 Destroyer: The Stuka
1 Dessie 2 Citadel torps in two one-shot launchers
boom ---
[08:41:12] Nebulai > unless your offering me cheap pills, I don't see it
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Tek'a Rain
Gallente Isis Technologies
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Posted - 2007.02.14 13:50:00 -
[193]
love the idea of squad command frigates/AFs. slight tweak in resists and less damamge output, but able to mount undersized gang links in all the lovely flavors. would need gang mechanic tweak though, to allow you to group up with other small vessels and apply bonuses to them, but not a battleship or something.
And said it lots before, totally want a midget-carrier. cruiser or BC type hull. give it some of those carrier tricks, like a corp hanger, refitting nearby etc. enough space for 1 or 2 frigates/af/inties, along with gear. no jumpdrives, no turrets or offensive, but some bonuses for remote rep/transfers. should let roving small ship gangs strike harder, land better punches. think of how useful one of these would be, letting pilots swap their gear to hit enemies better, dumping loot and grabbing ammo while warping between safespots as people try to probe it out.
been awake too long
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Fracking Beach
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Posted - 2007.02.14 14:12:00 -
[194]
Originally by: Soporo *What I REALLY want to see is a BC for every race with few or no bonuses but moveable high mid and low slots. IE: the ship would have x number or of unmoveable slots, the rest could be switched out between high mid or lows as desired for any mission.
I like this idea. Perhaps it could implemented with some sort of "adaptor module": It uses two midslots=gives one high or uses two lows-gives one mid. Might cause some balancing issues.
What I would like to see is a spraycan in my hangar. I want to give my boring grey Drake a paintjob. |

Tornan
Minmatar Oberon Incorporated Prime Orbital Systems
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Posted - 2007.02.14 14:20:00 -
[195]
I have no problems with more ships even if they are do the exact same thing as another ship. I just like Variety.
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VeNT
Minmatar Freelancer Union Unaffiliated
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Posted - 2007.02.14 14:51:00 -
[196]
I wanna cheap carrier!
-------------------- Selena 001 > has VeNT left system? its gone really quiet! |

Illyria Ambri
Caldari
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Posted - 2007.02.14 15:37:00 -
[197]
The ability to customize a ship's paintjob...
Maybe setup a downloadable template for the textures of the ship of your choice.. allowing ppl to photoshop some personal graphics in or to change the colors of the ship to make it more personalized.
I like the idea of the changable modules.. sacrifice 2 low slots to gain 1 mid.. or 2 mids to gain a high.
Some sort of small fighter craft.. 2 guns.. high speed.. no warp capibility for use in fleet battles or as small skirmish ships. We are talking smaller and faster then a frigate. Perhaps code it do its the same as a pod.. if you take the risk of flying one.. and get distroyed thats it.. no pod to run home in.. instant death.. but there needs to have an adaquate bonus (anyone that says bonii is a baka) to counter the risk of flying one.
------------ This is not War... This is pest control - Dalek Sek
Happiness is a warm railgun |

Aruik
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Posted - 2007.02.14 16:00:00 -
[198]
I'd like to see more faction ships. Take the wealth of ships we already have and make faction equivalents. Faction Scorpions, faction Dominixs, faction carriers and dreadnoughts even? More faction ships!
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Ugleb
Khumatari Holdings Ushra'Khan
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Posted - 2007.02.14 16:16:00 -
[199]
Edited by: Ugleb on 14/02/2007 16:16:37 Economic capital ships - floating refinery is the most obvious to help deep space mining to kick start some 0.0 economies.
I also want something to move larger amounts of cargo from a POS to a station for fuel runs and for ore. Miners in outpost systems tend to find pirates/hostiles cripple their productivity but the frther away from the outpost you move the worse the hauling issues become until you end up spending as long hauling the rocks as you did mining...something is wrong here.
Maybe its a quarter-size freighter with either a short range jump drive or better defences for the hauling run. I don't mind the risks of hauling home, I just don't like having to make 30 round trips. I only get so much play time, spending it doing the same trip over and over is not fun.
What about a ship transporter? Probably my main gripe with carriers is just how few ships they can carry. I had imagined being able to bring a number of spare ships into a battle zone so that if your first wave gets chewed up you can get people turned around and back out in ten minutes instead of getting all the pods 10 jumps home then coming back again. Maybe it could sacrifice on fighter compliment to accomodate more spare ships.
Bit out there but others have mentioned it, a mobile ship yard for forward support during offensives. Maybe limit it up to medium sized ships, that way a supply of anything up to cruisers and fighters can be turned out providing minerals are availiable and - the risk - that bpc or even bpo's are on board to build from. It could be cool if the attacking (even defending) side had to establish a 'safe' zone to run forward re-supply from. Big target for the other side to strike at too.
A capital ship that isn't afraid to sit on the front line getting hit. Maybe it needs a high power capactitor to survive the invariable nos doom. Better tracking than a dread but still poor enough not to be up to much against cruisers. The trick is making this good enough to put into a fleet but not good unsupported.
More faction ships. Starting with any faction without one and working through until we have a frig, cruiser, and BS for each. The more funky abilities (like Blood Raider nos bonuses) the better.
Tier 2 destroyer, heavier built for point defence. Tech 2 model made pointier.
Science ships, built tough for rough and ready exploration.
Salvage ships. Chunkier barges?
Heavy duty Logistics ships.
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Sarok Menak
Amarr 1st Praetorian Guard Vigilia Valeria
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Posted - 2007.02.14 16:34:00 -
[200]
What about real interdictor like in Star Wars ?
A capital ship with a module to activate a permanent and very very long range warp disruptor field, which will work on anything, capital ships inculded. _______________________________________________
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Bryg Philomena
Green Lantern Corps
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Posted - 2007.02.14 16:53:00 -
[201]
t2 battleship: better tank, limited turret/launcher's (3 in total) and a drone bay big enough to hold 5 fighters and 5 hobgobs and the ablity to assign fighters just like a carrier. A mini-carrier for those of us unable to fly/buy/produce them. Gang bonus' should extend across the entire system no matter where the toon is sitting. ability to use gang link modules. Price: 600-700 mil isk. Build Price: 200mil (YES IT IS A GOUGE BUT ITS USEFUL, it keeps them in the range of a mini carrier) http://oldforums.eveonline.com/?a=topic&threadID=465618 |

MuffinsRevenger
EmpiresMod
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Posted - 2007.02.14 16:56:00 -
[202]
Battleship type thing capeble of using dread-sized guns but without the sigemods as mentioend here somwhere would be intresting imho, a stepping stone betwen frigginhugesigeengine and general fleet workhorse |

Feline Ferocity
Caldari Shinra Lotka Volterra
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Posted - 2007.02.14 17:01:00 -
[203]
Hmm new ships, new ships...
(If someones already mentioned it then i'm sorry but i really cba to read 7 pages )
I mean lets face it, if your in a fleet and your in a Rook, Blackbird or Scorpion you are primary target first above any other ship, thats a fact right. So i was thinking maybe we could have a dedicated Electronic Warfare ship that could move into position cloaked and could target say 1 ship at a time only while cloaked, but the second you aggress someone you decloak. This particular ship/module would say need a new type of cloak made and skill to be able to use it? This idea may need a bit more thinking about but I've never really been able to put thoughts into words properly 
The reason i say this is because there is nothing to so much protect Electronic Warfare ships in fleets, Unless you warp in sometime after the fleet and by then it could be a bit late what with lag, sloppy connections and whatnot. Personally i think something along this line would be greatly appreciated by many people.
Meh  ----------------------------------------------- Men are like Snowstorms; You never know how many inches you will get, or how long it will last |

Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
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Posted - 2007.02.14 17:24:00 -
[204]
I'd love the subsystem damage and overdrive capability. ---------------------------------------- Friends Forever
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VeNT
Minmatar Freelancer Union Unaffiliated
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Posted - 2007.02.14 17:25:00 -
[205]
make stealth bombers BETTER!
-------------------- Selena 001 > has VeNT left system? its gone really quiet! |

DarkMatter
Amarr Mineral Aquisition Group
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Posted - 2007.02.14 18:03:00 -
[206]
I'd like to see a destroyer sized vessel with a bonus to tractor range/speed and salvage success rate.
I'd like to see CCP do what they did with strip miners and the mining barges... A separate set of tools. Make a new set of salvagers/tractor beams that can only be fitted to this new ship, etc...
Not simply another destroyer, an industrial only ship with a drone bay, etc... A salvage barge if you will...
Building the homestead That of which we do not speak of |

Athren Soulsteal
Gallente Intergalaxy Salvage And Repair
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Posted - 2007.02.14 19:00:00 -
[207]
A tug boat, a small (destroyer sized), slow unarmed powerful (it can tug up to a dread) ship to be used with:
1. Remember when the training included disabling and capturing a drone. Let us disable NPC ships, once you get them to 10% hull they are disabled so you call in a tug and it docks and hauls the captured ship back to the base where it can be repaired and fitted for personal use or sold.
2. Moving ships. Moving ships is exactly what it sounds like. Any assembled ship can be moved to anywhere thus you can move ship you could not other wise move (canĘt drive) which would allow manufactures to have ships moved to a market less expensively, but at greater risk, than using a freighter. The skill requirements lvl1 tug lvl3 frig (same as destroyer)
3. Mining Cargo containers, huge containers (20000m3) that have a docking ring allowing them to be tugged out to a mining site where the Tug would undock and a mining vessel using a docking ring (low slot hull mod) would dock to the container. This overrides/replaces the cargo bay and all mined items go into the container. Once docked the mining vesselĘs movement is reduced 90% but the mining ranges is increased by 90%. Also warp while docked is disabled for all ships except the Tug. Cargo containers can not be tugged through gates.
This would solve a lot of the issues and replace 3 ship types suggested in the posts above. We donĘt need a new mining ship but a way to mine effectively.
Tir3 Destroyers, More low and mid spots as well as CPU and CAP.
A science vessel, Destroyer sized but with 4 high, 6 med and 6 low with buffs to scanning speed and range. With exploration becoming a need in the near future this is a must have for any corp.
Quote: Think about the people that did fight you fairly. Think.... that were honorable and helped you out in times of need. Those are the real heroes of EVE.
I wish I could fit all the Quote |

Letri Bimmet
Gallente
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Posted - 2007.02.14 20:29:00 -
[208]
loot/salvage drones vampire drones
large tractor beams
Capital miner with like 4 or 5 strip miners and a refinery on board, maybe also a factory. Make it like a little station...without turrets to defend itself.
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Shadowace Evi
Gallente
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Posted - 2007.02.14 20:39:00 -
[209]
i would like to see BS killers, like gaint slow gun platforms that can only mount large guns so it makes some of the smaller guys more usefull then everyone having sniping BS in fleets
Your signature exceeds the maximum allowed dimensions of 400x120 pixels -Conuion Meow ([email protected]) |

Ambiva
Khanid Aerospace Group Khanid Provincial Authority
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Posted - 2007.02.14 21:24:00 -
[210]
OK im kidding, some ideas half year ago
==========================================================
class:Tech 2 Super capital ship role:Logistics length:8KM release:2008
Shield:150000HP Armor:100000HP Hull:100000HP Cap:100000
+ 10+ Clone VAT bay + 10+ Repairing Hanger + 10+ Production Line + 10+ Research Module
+ 1+ High energy ECM/ECCM Optimal:200KM,Fall Off:100KM Can automatically ECM any hostile ship(Super capital ship exclusive) Energy use:500/secs
+ 1+ Super Harvest System
+ 1+ Super Cloaking System Energy use:200/secs
+ 1+ Hot Spring
+ 1+ Agriculture Base
+ 24 + THELS(Tactical High Energy Laser System)
+ 12 + Tractor Beam Optimal:160KM Max tracting class: Cruiser Neutralizing Speed:400M/S
Speed:50M/S
Jump radius: 8 ly No guidance required
Base Price:60,000,000,000 ISK
==========================================================
class:Tech 3 Super capital ship Role:Super Battleship Length:10KM Release:2008
Shield:200000HP Armor:150000HP Hull:100000HP Cap:200000
Drone: 35 Fighters
+ 1+ High Energy EMP Pulse Cooling time: 30mins Optimal: 100KM, Fall off: 50KM Physical damage: None ELEC damage: all electrical system malfunction within range Energy use:30000
+ 1+ Gravity wall generator(anti-WARP&Jump) Optimal:200KM,Fall Off:100KM,Strength:8 Cycling time:60secs Energy use:8000
+ 1+ High Energy Plasma Cannon Cooling time: 3 mins Optimal:200KM,Fall Off:100KM Physical damage:60000HP(EMP,Thermal) Firing mechanism: Laser guidance, firing axis indicator Energy use:20000
+ 8+ Giga Ion Cannon Cooling time: 1 min Optimal:35KM,Fall Off:5KM Physical damage:10000HP Firing angle limit: 60 degress port & starboard Energy use:2000
+ 8+ Giga Laser Cannon
+ 6+ Giga Rail Gun
+ 12+ Mega Rail Gun
+ 48+ Heavy Laser
+ 24+ Missile Launcher
+ 48 + CIWS Rof:0.01secs,max duration:20secs,cooling time:30secs
+ 48 + THELS(Tactical High Energy Laser System) Rof:0.5secs,max duration:10secs,cooling time:30secs
+ 8 + High energy tractor beam Optimal:80KM Maximum tracting class:Battle ship Neutralizing speed:200M/S
Speed:60M/S
Boosting speed:200M/S 200Energy/secs
*Reverse Engine + 6 Providing Max deceleration, for tactical Maneuver/Atmosphere entry 300Energy/secs
*High Energy Side Maneuver Rockets + 12 Provide High Maneuverability 300Energy/secs
Jump radius: 8 ly No guidance required
Base Price:80,000,000,000 ISK
==========================================================
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