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El Yatta
Mercenary Forces Exquisite Malevolence
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Posted - 2007.01.13 13:56:00 -
[1]
Not a major expansion has gone by without new ships: Exodus brought BC and destroyer and barge, Cold War dreads and freighters, RMR had titans, carriers, ms's, recons, dictors. exhumers and command ships, and revelations brought us tier 3 bs and tier 2 bc.
However, what do we need now? People always desire more ships, but most of the tech 1 ship classes have a t2 class, and not many people are calling for T2 capitals. A lot of missing roles are filled now (interdictors, advanced gang-links, assault BC, and EW t2 ships were a godsend, really).
So, what roles are missing?
1) Jump freighter. Carriers being used says it all really. 2) ORE capital (could combine no.1 as well). We know this is coming. 3) Junker/salvage vessel. This is definitely needed, fleshes out the profession a bit. Could either be the t2 mining frigates (bantam inquisitor burst imicus etc), but personally I'd quite like a nice t1 model, perhaps either from all races, or a one-off like Ammatar or ORE again. IT should be suitably beaten up and look like the trash-heap that it is. 4) Archaeology/hacking vessel. Again, either the missing t2 frigates (griffin navitas probe, add a new amarr one), or a nice one-off t1 design, all blinky lights and high tech, civilian-style (make it look like the science vessel from starcraft), say from Society of Conscious Thought or Mordus. 5) Tier 2 destroyer would go down well in many parts. 6) Well, we're down to T2 BS now, and we know how controversial that idea is. I dont personally see the need for any kind of flagship/ubertank/ganglink ship when we have carriers, mothers, titans, AND command ships for more-advanced-than-BC leadership.
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.
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Rana Ash
Minmatar Aeon Trinity
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Posted - 2007.01.13 13:59:00 -
[2]
A dedicated EW-War ship would be nice too, no guns or missiles..
Ļon Trinity is recruting, inquire within for details lyret dedreen
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Nero Scuro
Caldari Murder of Crows E N I G M A
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Posted - 2007.01.13 14:12:00 -
[3]
We don't need more ships, that just waters things down. We need more things to do with the ships we currently have. ___
The world isn't going to end; we're not that lucky... |

Neon Genesis
Gallente Developmental Neogenics Amalgamated
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Posted - 2007.01.13 14:24:00 -
[4]
Edited by: Neon Genesis on 13/01/2007 14:20:50 A good few of the ships in the last patch were unnecessary and useless. Less new ships, more actual content please.
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Nero Scuro
Caldari Murder of Crows E N I G M A
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Posted - 2007.01.13 14:58:00 -
[5]
What neon said ___
The world isn't going to end; we're not that lucky... |

Corbin Devereux
Gallente Federal Navy Academy
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Posted - 2007.01.13 15:10:00 -
[6]
Edited by: Corbin Devereux on 13/01/2007 15:08:12 I just want t2 myrmidons.
Originally by: El Yatta Could either be the t2 mining frigates (bantam inquisitor burst imicus etc)
You mean navitas not imicus.
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Deschenus Maximus
Amarr In Articulo Mortis
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Posted - 2007.01.13 15:12:00 -
[7]
Salvage ship would be nice indeed.
FOR THE EMPEROR!
The Fifth NtV (Noob to Vet) Lottery |

DarkElf
Caldari DJ's Exotic Dancers Escorts
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Posted - 2007.01.13 15:19:00 -
[8]
i know what u mean and some good suggestions there
i say take very member of staff working on new ships and get them working on helping lag. 
DE
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Jim McGregor
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Posted - 2007.01.13 15:22:00 -
[9]
Edited by: Jim McGregor on 13/01/2007 15:19:50
Tech 2 version of the hurricane etc. The devs really designed those ships well, and they have become very popular. Now we would like to fly the t2 versions of them please.
--- Eve Wiki | Eve Tribune |

Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2007.01.13 15:33:00 -
[10]
I think 1 and 2 are going to be the same thing, and confirmed as on its way. Any good industrial ship would likely include a large cargo hold (atleast as big as a Carrier, anyway) and beinga capital will be jump capable.
3 would deffinatly be nice- or thy could just add the bonus to the current cargo cruisers (Exeq, for example). If they were to make it a new ship, they could combine 4 into it, for double usefulness.
5- big yes (its now the only class of all the regular ships that only has 1 tier). However, it'dbe nice if they made Destroyers as a whole more useful first.
6- no T2 BS's yet. I think it'd be an unbalancing mistake. -----------------------------------------------
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AdmiralNaismith
The Black Guards
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Posted - 2007.01.13 15:36:00 -
[11]
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. And every time it's used, the character's security status drops by 3 points for terrorist actions.
That being (randomly) said...maybe the capital miner/refin. Don't need more ships, just more content.
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Leandro Salazar
Aeon Industries Confederation of Independent Corporations
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Posted - 2007.01.13 15:43:00 -
[12]
All I would like to see in the way of new ships is filling out the gaping holes in the faction ships...
I.e. Ammatar, Khanid, Intaki, Thukker, Mordus, Rogue Drones... And whatever other neglected side faction mightbe out there. --------- ZOMG my sig was concordokkened! Link removed due to bad language on remote site. -wystler
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Lunadi
Minmatar Solar Trade
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Posted - 2007.01.13 15:44:00 -
[13]
IMHO all the types you wrote would be welcome, but I would really appreciate the following: 3) Junker/salvage vessel. 4) Archaeology/hacking vessel. 5) Tier 2 destroyer would go down well in many parts.
Originally by: Nero Scuro We don't need more ships, that just waters things down. We need more things to do with the ships we currently have.
]
We Who? The Enigma? Murder of Crows? The King?
-------- hate my spelling? go play SCRABBLE! |

Uric Helfast
Brutor tribe
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Posted - 2007.01.13 16:17:00 -
[14]
A dedicated mass cloak ship, something BS size or bigger that generates enough of a cloaking field that everything within 10km is cloaked, or something like that. Kinda like the arbiter in Starcraft.
Maybe not a great idea mechanics wise, but I'm just throwing ideas out there.
Also, if you're gonna start making salvage ships, you should also make salvage drones for when you have to salvage all those wrecks in complexes or space battles.
Maybe some kind of space-borne minelayer? Extra defense for POSes, gatecamps, set up traps when you're preparing for a big fleet battle, etc. Like smartbombs, only not reusable and deployable. ___________
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DarkElf
Caldari DJ's Exotic Dancers Escorts
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Posted - 2007.01.13 16:21:00 -
[15]
Originally by: Uric Helfast
Maybe some kind of space-borne minelayer? Extra defense for POSes, gatecamps, set up traps when you're preparing for a big fleet battle, etc. Like smartbombs, only not reusable and deployable.
mines were tried already. was great fun but OMG lag was aweful.
DE
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Neon Genesis
Gallente Developmental Neogenics Amalgamated
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Posted - 2007.01.13 16:21:00 -
[16]
Originally by: Uric Helfast A dedicated mass cloak ship, something BS size or bigger that generates enough of a cloaking field that everything within 10km is cloaked, or something like that. Kinda like the arbiter in Starcraft.
Maybe not a great idea mechanics wise, but I'm just throwing ideas out there.
Also, if you're gonna start making salvage ships, you should also make salvage drones for when you have to salvage all those wrecks in complexes or space battles.
Maybe some kind of space-borne minelayer? Extra defense for POSes, gatecamps, set up traps when you're preparing for a big fleet battle, etc. Like smartbombs, only not reusable and deployable.
Wow this is a really cool idea.
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La Tortura
Infinite Style Incorporated Chorus of Dawn
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Posted - 2007.01.13 16:25:00 -
[17]
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. And every time it's used, the character's security status drops by 3 points for terrorist actions.
+1 -- ignorance is bliss |

Yblarbo Janks
Caldari Veto. Veto Corp
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Posted - 2007.01.13 17:08:00 -
[18]
Janks wants a hippie cruise to carefreely joyride in and pick up the ladies. oooh ya, maaaan. far out.
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Verone
Veto. Veto Corp
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Posted - 2007.01.13 17:41:00 -
[19]
Originally by: El Yatta I dont personally see the need for any kind of flagship/ubertank/ganglink ship when we have carriers, mothers, titans, AND command ships for more-advanced-than-BC leadership.
Loved the post mate, but I gotta disagree here. Some of the smaller PvP corps in Eve who don't have the resources to produce capitals would do well with a smaller platform than a carrier or mother, but more durable than a command ship which is liable to get primaried and ganked.
It would be nice to see Tech II BS, but with limited offense potential (think hardly any hardpoints and gang bonuses specific to the ship), and more of a gang support and personal defense role.
I do agree on the other points though, and can see some pretty interesting ship classes being drawn up from the ideas, especially the dedicated salvage class 
NEWEST MOVIE : VETO FOR HIRE
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Donkee Punch
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Posted - 2007.01.13 17:46:00 -
[20]
I'd love to see a dedicated "Hacker / Salvage" ship... few weapons but very good defense and ability to run if jumped.
However that being said.. I'd MUCH rather have CCP clean up the "Lagzilla Monster" and this constant memory leak issue.. New content is great and fun. but reduced lag and greater playability FTW first!!
CHeers!
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James Swindle
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Posted - 2007.01.13 17:56:00 -
[21]
Im sure the miners would like some sort of big ass mining ship that was actually able to defend its self while in 0.0 space.
This ship could use strip miners and a large cargo hole. This ship would have weapons so it can defend its self....however it would only be able to target ships that have targetted it already. This way it can only be used in a defensive capacity.
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ee21k
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Posted - 2007.01.13 18:40:00 -
[22]
We need a dedicated science vessel, bonuses to scanning, probing, ECM, exploration and maybe even salvaging.
why?
FOR SCIENCE!
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AlexCA
Amarr De Valken BV
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Posted - 2007.01.13 18:40:00 -
[23]
missing amarr frigate?
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ee21k
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Posted - 2007.01.13 18:40:00 -
[24]
We need a dedicated science vessel, bonuses to scanning, probing, ECM, exploration and maybe even salvaging.
why?
FOR SCIENCE!
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AlexCA
Amarr De Valken BV
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Posted - 2007.01.13 18:40:00 -
[25]
missing amarr frigate?
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El Yatta
Mercenary Forces Exquisite Malevolence
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Posted - 2007.01.13 18:58:00 -
[26]
Originally by: ee21k We need a dedicated science vessel, bonuses to scanning, probing, ECM, exploration and maybe even salvaging.
why?
FOR SCIENCE!
As long as it looks like the one from starcraft ofc. "Arrggh, who let these lab monkeys out?" "E = M C... doh, where's my notepad...?"
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Anders Kraneled
untaught Ka-Tet
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Posted - 2007.01.13 19:06:00 -
[27]
Originally by: AlexCA missing amarr frigate?
Yes.
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Zaphroid Eulthran
Minmatar Imperial Visions
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Posted - 2007.01.13 19:09:00 -
[28]
A manufacturers ship,
This is a ship class many people have requested before. bigger than a hauler smaller and considerably cheaper than a freighter, able to do POS resupply but not scoop cans.
Also the mini professions need some ships, maybe one for each of archiology, hacking, salvage etc, (do gas cloud harvesters fit to barges? if not they need a ship as well)
Warning, sig starts here,
Imperial Visions, Now 481005 seconds since our last fatality |

Bazman
Caldari Shinra Lotka Volterra
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Posted - 2007.01.13 19:11:00 -
[29]
Capital Warships (All guns, no stupid seige mode buisness or fighter nonsense) /me hides -----
OMG READ TUXFORD!!!1 |

Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2007.01.13 19:16:00 -
[30]
Edited by: Patch86 on 13/01/2007 19:13:20
Originally by: Bazman Capital Warships (All guns, no stupid seige mode buisness or fighter nonsense) /me hides
Never actually tried it, but I'd assume a Dread would make fairly awesome traditional warship, fitted properly. With all BS weaponry in the highs, all damage mods and such in most other slots, and with its naturally excellent tank, it'd certainly fill the roll of "Big F-off Battleship" well enough. Pricy though. -----------------------------------------------
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Razvedchitsa
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Posted - 2007.01.13 19:50:00 -
[31]
T2 bs shouldnt be uber tankers/dmg. They should be tactical vessels, providing mass cloaking, or scanning for cloakers, or giving temp (and very short) invulnerability to friendliess, etc, etc.. Of course all of this requires a lot of testing to make it balanced
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The Justicar
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Posted - 2007.01.13 19:50:00 -
[32]
Salvage ships already existed long before salvaging - or what else do u need destroyers for? 
Dedicated science ship - might be nice enough.
Some sort of ore-crunching-super-industrial ship has already been hinted at.
Beyond that no point in having more ships - we have plenty of options already. And there is still much room for improvement with what we have already. Oveur hinted on Eve TV that stealth bombers might get an extra role as blob busters (placing some sort of uber-bomb in the middle of a fat blob - or something similar).
The next expansion of ships should be T3 (2008? - earliest) - which make T2 look like T1 and T1 look like last centuries tech. :-)
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Cyrus Graham
Caldari
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Posted - 2007.01.13 19:57:00 -
[33]
Gameplay aside, What I'd like to see is variations on the T2 ship models themselves. Make them look a little different from their T1 counterparts. Not necessarily anything drastic, since they are still supposed to be based on the T1 design, but they don't really need to look identical beyond tinting do they? ___________________________________
Go play checkers if you want a game where everything's fair and equal. |

Lord Boxxer
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Posted - 2007.01.13 20:13:00 -
[34]
Originally by: Corbin Devereux Edited by: Corbin Devereux on 13/01/2007 15:08:12 I just want t2 myrmidons.
That ship is called the Eos. It's the T2 Myrmidon, only it has the hull of a brutix. Would love to see it change it the hull of the Myrmidon though.
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Kai Lae
Gallente Shiva Morsus Mihi
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Posted - 2007.01.13 20:46:00 -
[35]
Light recon ships. Basically, your rook/lachesis/huginn/curse in frigate or destroyer size.
Tier 2 destroyers, assuming they ever change the design concept to make them more viable.
Heavy stealth bombers, assuming they fix bombers. Cruiser or destroyer model that fires torpedoes.
Additional tier 2 battlecruisers and tier 1 BS that perform EW roles. It'd be nice to be able to grab something a bit more survivable than a celestis or arbitrator.
Possibly heavy recons based off the above idea.
Dedicated profession ships. While you're at it fix the way that arch/hacking rigs work because when you compare it to the way salvage rigs work, it's a joke. It would also be nice if we could get named and T2 mods on these ships (the named ones in the database currently are another joke).
Jump freighter/refinery/factory ship seems like it's coming and will likely be quite useful.
T2 mining ships that are smaller than barges. Never really understood why you didn't have T2 ospreys or bantams.
Raptor and Ares Fix |

Ekscalybur
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Posted - 2007.01.13 21:08:00 -
[36]
I wanna see a hauler sized between an Iteron V and a freighter. (but closer to Iteron V dimensions than freighter) This hauler should also through skills, bonus and fitting, be able to get somewhere fast. With warp to 0 this means it'll somehow have to warp through systems a lot faster than most ships.
A dedicated salvage ship, with either bonuses to salvage speed, or chance to get salvage. It should look like a wreck, like some one built a hauler out of the wrecks the 4 races haulers.
Aren't we supposed to eventually see tech levels all the way up to 5? How about we start making steps towards that?
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Hllaxiu
Shiva Morsus Mihi
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Posted - 2007.01.13 21:45:00 -
[37]
Edited by: Hllaxiu on 13/01/2007 21:44:32
Originally by: El Yatta
6) Well, we're down to T2 BS now, and we know how controversial that idea is. I dont personally see the need for any kind of flagship/ubertank/ganglink ship when we have carriers, mothers, titans, AND command ships for more-advanced-than-BC leadership.
Fleet command ships are more advanced than all of the capitals with regards to warfare links. Carriers for example can only use 1 leadership module at a time.
I posted an idea of what a dedicated gang warfare battleship could look like here. (reply to this thread, that one is kinda old) --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

M Counts
Sniggerdly
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Posted - 2007.01.13 21:58:00 -
[38]
a new class of t2 cruiser, expanded from the interceptors (like HAC from AF, ETC), called raiders. Might require some tweaking to the vagabond though, to play a bit with the line between HACs and Raiders. They would basically be fast, fast FAST cruisers (interceptor speeds, the fast would be roughly able to match a Claw), with nice weaponry, and a mostly speed tank. They wouldn't get the superpsychosexy resists of HACs, but they would have t2 hitting power, and t2 speed. Again, would require some tweaking of the vagabond, perhaps slowing it a tad (gasp!), reworking its mass, defenses, etc.
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Haffrage
Deep Core Mining Inc.
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Posted - 2007.01.13 22:34:00 -
[39]
Originally by: Lord Boxxer
Originally by: Corbin Devereux Edited by: Corbin Devereux on 13/01/2007 15:08:12 I just want t2 myrmidons.
That ship is called the Eos. It's the T2 Myrmidon, only it has the hull of a brutix. Would love to see it change it the hull of the Myrmidon though.
I hate it when people say that, considering it's not at all close to the myrm what with it's hybrid damage bonus. Make that a drone bonus and then maybe, but tbh it still just isn't.
I'm waiting on the heavy assault command ships - IE: T2 Tier 2 BC's. -----
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Shi Mun
Caldari Perkone
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Posted - 2007.01.13 22:59:00 -
[40]
ship idea - aegis class support ship kinda thingy - missile slots only with a bonus to defenders and either support mod or races ew? --------------------------- HAHA! your jammers suck now! Oh wait whats happening to my scorpion... |
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death2nite
Caldari
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Posted - 2007.01.13 23:03:00 -
[41]
no new content lets fix lag issues, mail bugs, server crashes , unexpected extended downtimes etc... my vote is lets work out the current kinks in the system before we add more.
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Hllaxiu
Shiva Morsus Mihi
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Posted - 2007.01.13 23:18:00 -
[42]
Originally by: death2nite no new content lets fix lag issues, mail bugs, server crashes , unexpected extended downtimes etc... my vote is lets work out the current kinks in the system before we add more.
Ok heres the problem, theres at least 4 categories of people that work at CCP that are "developers" (in other words, excluding people like GMs and kieron): 1. database programmers 2. client programmers 3. designers 4. artists
Designers are the guys like Tuxford that balance/add ships, create missions, items and other content. Artists make ship models, textures and etc. Neither of these types of people are qualified to do backend improvements - they simply populate the static databases that the client and database folks create for them. The graphics and content guys can (likely) do their jobs without knowing a single line of (managed?) C++, (stackless) python, SQL and whatever other languages may be in the EVE codebase. To tell them to "fix bugs" would likely require them to go to school for 4 (or whatever) years and get a CS degree, and then get very familiar with the EVE code base - likely not a particularly easy feat in and of itself for an experienced programmer. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Ciphero
Slacker Industries Exuro Mortis
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Posted - 2007.01.13 23:40:00 -
[43]
Originally by: M Counts Edited by: M Counts on 13/01/2007 21:55:15 a new class of t2 cruiser, expanded from the interceptors (like HAC from AF, ETC), called raiders. Might require some tweaking to the vagabond though, to play a bit with the line between HACs and Raiders. They would basically be fast, fast FAST cruisers (interceptor speeds, the fastest would be roughly able to match a Claw), with nice weaponry, and a mostly speed tank. They wouldn't get the superpsychosexy resists of HACs, but they would have t2 hitting power, and t2 speed. Again, would require some tweaking of the vagabond, perhaps slowing it a tad (gasp!), reworking its mass, defenses, etc.
YES!
It would bring out the filth who were just as upset when the stab nerf hit though. |

Typhis Deterious
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Posted - 2007.01.13 23:44:00 -
[44]
I wouldn't mind a command ship version of the drake :) But folks have a great idea with more performance fixes and more work with what we already have.
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Soporo
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Posted - 2007.01.14 00:25:00 -
[45]
Edited by: Soporo on 14/01/2007 00:32:00 *A hauler, between an Industrial and a Transport.
*More Mining ships, a true tough combat miner.
*A mini Carrier BS.
*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. Extremely versatile, possibly extremely retarded setups appearing too.
*Failing that,I would like to see a Mod that allows you to move at least one slot around, this coupled with rigs would make for some interesting notions.
*A dedicated Rig ship of some kind that mitigates some or all of the Rig penalties.
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Chade Malloy
Anarchy Unleashed
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Posted - 2007.01.14 00:46:00 -
[46]
Well, when it comes to new shiptypes, iĻd like to suggest a few "hybrid" classes.
For example the only ships capable of fitting large turrets is battleship+ size, so why not make some sort of "artillery" cruiser, which is fairly cheap (maye about 10-15mil) but slow, and able to fit 2-3 large turrets along with small ones for defense against small vessels/drones. Could have a use in mid size fleets / pos defense. Class name: "Lancer"
Along with that, maybe a smaller version of a dreadnought, a ship that is able to fit 1 XL turret / XL launcher and maybe 3 med turrets for defense. No jumpdrives or siege mode, whith about the same armor as a battlecruiser. Easy to produce, but of not much use against anything smaller than a BS. As a class name iĻd like "Corvettes".
Such classes would be fairly easy to implement with the right powergrid boni for L / XL turret usage.
Originally by: Oveur Jesus Christ. The Freighter ate the Stargate god and the Dreadnought didn't!
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Chode Rizoum
Minmatar TEMPTATION INC.
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Posted - 2007.01.14 02:21:00 -
[47]
just fix the nidhoggur first 
TEMPTATION INC. Killboard |

Copine Callmeknau
The Splinter Syndicate SMASH Alliance
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Posted - 2007.01.14 02:35:00 -
[48]
Faction Destroyer/BC's would be very nice.
And if rats are going to be using capitals....
Maybe, just maybe Faction issue dreadnaughts? Pleeeeeeeeease?
I really don't care about the functionality, just think of how unbelievably cool the Sansha Dread would look :p
-----
Originally by: wrong on so many levels you could only be more wrong if you where tuxford.
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Krulla
Minmatar Queens of the Stone Age Anarchy Empire
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Posted - 2007.01.14 02:44:00 -
[49]
Originally by: Patch86 Edited by: Patch86 on 13/01/2007 19:13:20
Originally by: Bazman Capital Warships (All guns, no stupid seige mode buisness or fighter nonsense) /me hides
Never actually tried it, but I'd assume a Dread would make fairly awesome traditional warship, fitted properly. With all BS weaponry in the highs, all damage mods and such in most other slots, and with its naturally excellent tank, it'd certainly fill the roll of "Big F-off Battleship" well enough. Pricy though.
Oh yes, dreads will certainly make fearsome warships with they're three highslots filled with BS guns with no damage bonus. Sigs are for noobs. |

Bluestealth
Minmatar Star Scream Inc. Tactical Narcotics Team
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Posted - 2007.01.14 03:57:00 -
[50]
Originally by: El Yatta
3) Junker/salvage vessel. This is definitely needed, fleshes out the profession a bit. Could either be the t2 mining frigates (bantam inquisitor burst imicus etc), but personally I'd quite like a nice t1 model, perhaps either from all races, or a one-off like Ammatar or ORE again. IT should be suitably beaten up and look like the trash-heap that it is.
Thukker please.
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Culmen
Caldari Gekidoku
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Posted - 2007.01.14 05:41:00 -
[51]
well another kind of tech II destroyer would be nice
heres my idea
Patrol Boat
Basically, Interceptor : Assualt Frig :: Interdictor : Patrol Boat
its destroyer sized, has AF resistances (including bonuses), but isn't able to drop a dictor bubble(those should remain dictor only) also it should have standard destroyer speeds, and perhaps a lower DPS bonus then the dictor (but equal tracking bonus) Basically, it's sole purpose in life is to take out other frigs it should be able to threaten cruisers, but anything bigger should squash it flat/tank it easily
skill requirements should be basically the same as a dictor, but replace interceptor levels with AF levels
so in conclusion, it shoots/moves/acts like a destroyer, but has resists like an AF i think it would be pretty balanced
_____________________________________________________
Why do i even need a sig? |

Lithalnas
Amarr Hadean Drive Yards
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Posted - 2007.01.14 05:56:00 -
[52]
Faction ships for the new ships.
100% shinny Abaddon tiger striped rohk and drake Evil glowing Myrmadon Rusted Hypernion Solid black maelstrom with square fins Metallic gray Hurricane with rust stripes. ------------- Midshipman Lithalnas - Logistics Division - Hadean Drive Yards
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Alexi Borizkova
Caldari New Age Solutions
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Posted - 2007.01.14 07:14:00 -
[53]
I'd love to see a new faction. One I had been toying with was the Junkers, essentially interstellar gypsy nomads. They live off of what the other groups throw away, and their ships prove it!
full setup, from frig to BS with an industrial designed for salvaging. Racial bonuses are a reduction in rig penalty and +1 rig slot per level.
Basically, all the jokes about the minmatar made manifest to an extent the races could never imagine. Ideally every ship would be a unique creation of random chance and serendipity, but obviously all of the bpc made ones could be identical replicas.
As for the specifics of these scrap-heap reject abominations, picture 1-4 points of each sensor type instead of all one type, the same for propulsion. "Well, they jammed my radar, but the magnetometrics are still up!"
Personally, I love the idea of a series of ships that are at one time miserable eyesores and at the same time blank slates that you can make into whatever you want.
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Sir Drake
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Posted - 2007.01.14 07:29:00 -
[54]
I would love to see: - A BC/BS sized interdictor with a 20km bubble, that cant move while the bubble is activated but can fire its weapons/run its modules.
- A working stealth bomber but i guess CCP will wait for that till you can target sub-systems (werent they planning something like that??)
- ORE capital, in planning yay!!!
- Salvage vessel, frig/destroyer sized with bonus to chance of success for the salvage (NOT some time bonus, thank you very much)
- t2 BC with the new designes, thinking of a t2 Hurricane/Drake makes me almost drool
------------------------------------------------------- Sig was removed due to derogatory comments towards a group of people. -Karl Chroimcer
I like that.
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Arknox
Minmatar ArcadiaCorp Marines
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Posted - 2007.01.14 09:49:00 -
[55]
Salvage drones  ----------
Originally by: JeanPierre
You need to examine Minmatar ships bro.
No kidding, I tried to Salvage one last night. Took me 20 cycles before the pilot convoed me and told me to stop it.
True
|

Cyrus Graham
Caldari
|
Posted - 2007.01.14 10:13:00 -
[56]
Originally by: Arknox Salvage drones 
That would only really work if you didn't have to loot in order to salvage, which I also support. ___________________________________
Go play checkers if you want a game where everything's fair and equal. |

Kazuo Ishiguro
|
Posted - 2007.01.14 10:35:00 -
[57]
More covert ops-capable ships of all classes, including battleships. ------
So you're lagged out in Motsu/Saila/Aramachi, but you want that CNR? Do missions for another corp! |

Corbin Devereux
Gallente Federal Navy Academy
|
Posted - 2007.01.14 11:31:00 -
[58]
Edited by: Corbin Devereux on 14/01/2007 11:31:44
Originally by: Lord Boxxer
Originally by: Corbin Devereux Edited by: Corbin Devereux on 13/01/2007 15:08:12 I just want t2 myrmidons.
That ship is called the Eos. It's the T2 Myrmidon, only it has the hull of a brutix. Would love to see it change it the hull of the Myrmidon though.
That would make it a t2 brutix then. I want a myrmidon version.
Originally by: Sir Drake - A working stealth bomber but i guess CCP will wait for that till you can target sub-systems (werent they planning something like that??)
Read one of the devs saying they wanted to make them antiblob. He didn't mention how.
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Sakura Nihil
Tabula Rasa Systems The Star Fraction
|
Posted - 2007.01.14 11:56:00 -
[59]
I would kill for more destroyers.
More variety and all that, especially since they're on the schedule .
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Abathur

|
Posted - 2007.01.14 11:59:00 -
[60]
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.
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.
Quote: 6) Well, we're down to T2 BS now, and we know how controversial that idea is. I dont personally see the need for any kind of flagship/ubertank/ganglink ship when we have carriers, mothers, titans, AND command ships for more-advanced-than-BC leadership.
Tech 2 battleships are still in the concept stage but there are some very specific ideas about how they will be implemented. Rest assured that they will not be uber-HAC's. The current philosophy is to make T2 BS very unique in terms of what they can offer players. This won't be rushed.
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. 
"Tux did it!" |
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 ŧ.ŧ
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SonOTassadar
The Dead Parrot Shoppe Inc. Brutally Clever Empire
|
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
|
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.
------------------
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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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
|
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
|
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
|
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

|
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
|
Posted - 2007.01.14 23:31:00 -
[102]
A Dedicated Survey Ship would be nice.
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The Armin
Shiva Morsus Mihi
|
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.
----------
Video - 'War-Machine' |
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Gabriel Karade
Nulli-Secundus
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Posted - 2007.01.15 11:40:00 -
[121]
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.
----------
Video - 'War-Machine' |

Hehulk
Black Sea Industries
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Posted - 2007.01.15 12:02:00 -
[122]
Some sort of T2 frig/cruiser with the ability to lock onto cyno fields and jump to them. Would allow people to ambush moving capital fleets, making for more pew pew  ---------- It's great being minmatar, ain't it |

Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.01.15 12:20:00 -
[123]
- Jump-capable freighters. 200k cargo would be nice (3 packaged battleships and their fits/ammos)
- Escort ship: could be cruiser or battlecruiser size, basically an assault frig with more guns and an bonus to range. Good against small ships, so-so against cruisers, next to useless against large ships.
- Front-line capital ship: nice idea, but must not become the uber battleship killer that only mega-rich alliances can field in large numbers...
- Cynosural Interdictor: specialised ship, with fuel consumption for a special module, that prevent any cyno field to be opened within a large area of effect. Could be used both to force battle on a capital ship, and to force Titans to put themselves at risk if they want to use their doomsday device.
- Aegis ship: anti-missile defense for allies as well as youself. Like a caracal with 4 tracking disruptors, but for missiles. ------------------------------------------ Every ship has a base 60-70% resist against the primary damage type of the race that is the least able to vary it's damage types. |

Ishina Fel
Caldari Synergy. Imperial Republic Of the North
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Posted - 2007.01.15 12:42:00 -
[124]
Originally by: Comstr Escort Carrier: Smaller than a mainline carrier.
I fear for the poor Caldari pilots forced to fly Cruiser-sized capital ships  
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Niccolado Starwalker
Shadow Templars
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Posted - 2007.01.15 12:54:00 -
[125]
So many ships I want to see ingame... What I think we need more of are dedicated, specific professional ships..
These ships would be nice I think..:
1.) T2 Battleship This is a ship without a T2 equal. So I think we need this one.
2.) Refinery Ship Some times it is not echonomically or logistically to transport ore between mining belt and station, due to risk and/or distance. So what about a specific refinery ship to take care of the process on harvest site?
3.) Advanced Explorer This is a Star Trek variation. Please excuse me, but I simply love the plot behind Star Trek: To explore unknown territory. unknown systems and regions.. This could be a ship with built-in gatejumps module. modules for calculating jumpps. special probes for far region probing. and with posibility for generation jump points based on probe signals...
Well, these are some of the ships I think would be cool to see in EVE. And, you can never get too many ships in EVE! 
EvE +NLINE - T+TALHELLDEATH SUPPORTER |

THX 1138
D00M. Triumvirate.
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Posted - 2007.01.15 13:04:00 -
[126]
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.
T2 shuttles should be immune to warp core jamming of any kind (including all bubbles) - keep all other stats the same. Judging by the amount of shuttles that are killed in empire this won't be too unbalanced. -*-*-*-*-
Individuality is underrated |

Ishina Fel
Caldari Synergy. Imperial Republic Of the North
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Posted - 2007.01.15 13:09:00 -
[127]
Originally by: THX 1138 T2 shuttles should be immune to warp core jamming of any kind (including all bubbles) - keep all other stats the same. Judging by the amount of shuttles that are killed in empire this won't be too unbalanced.
0.0 alt scouting in easymode, IMHO.
Empire is not always the example situation to balance against.
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TerrorWOLF
J.H.E.N.R Pure.
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Posted - 2007.01.15 13:21:00 -
[128]
Tier 3 battlecruisers that are pocket battleships maybe with 3-4 weapon mounts and fiting bonus for large weapons. Have less tank the curent BCs but are more agile.
May Your Death Be Slow And Painful
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Joerd Toastius
Octavian Vanguard
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Posted - 2007.01.15 14:15:00 -
[129]
T2 shuttles should have the stats of current T1 shuttles, and T1 shuttles should be as they are now but with the agility seriously nerfed. You could give T2s a stab bonus similar to Blockade Runners but... it's not really worth it IMO, given that it's almost impossible to lock them without a specialised SB frig anyway
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Kurenin
Amarr
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Posted - 2007.01.15 23:11:00 -
[130]
Don't care about new ships, I just want to be able to build fighters in motherships. I do believe this was planned at one stage, and why it was not implemented, I don't know?
It's beyond stupid having to mess around with carriers and whathave you trying to get new fighters. It's really stupid.
Let me build fighters!
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Waut
0utbreak
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Posted - 2007.01.16 20:39:00 -
[131]
Assault destroyers (assault frigate counterpart) would be nice (as mentioned before)
In Soviet EVE, roids pop YOU
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Jet Collins
Dynamic Endeavors
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Posted - 2007.01.16 20:52:00 -
[132]
Edited by: Jet Collins on 16/01/2007 20:52:51 Give me a ship which I can use to jump into jovian Space 
IE give me a ship that is jump drive capable but does not need cycnos feild to do it. It would be a highly advanced recon/explorer ship. No offencive messure only defensive but different varication would inable one to fit a cycnos feild generator enableing a Fleet to jump into a highly secure area the the recon/elorer ship has made it into.
Dynamic Endeavors is now Recuiting.!!
Contact me in game for deatails about the corp. Mostly a PvE corp, with Jump clones avaiale in Empire and 0.0. |

Lucre
STK Scientific
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Posted - 2007.01.16 21:02:00 -
[133]
Originally by: El Yatta So, what roles are missing?
2) ORE capital (could combine no.1 as well). We know this is coming.
I don't know about ORE capital, but what's badly needed is an Exhumer Command Ship. If you've got your mining team trained up on hulks, the last thing you want to do is stick one of them in a BC or CC to use your mindlinked mining link. Oh sure, you have a big enough gang then it's still worth it, but it doesn't make sense to have mining command links but no non-warship to put them on.
As to the rest, fix the Amarr ships first, especially the Khanids. Then and only then worry about new ones! |

Kingdoc
Phoenix Knights
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Posted - 2007.01.16 22:21:00 -
[134]
I believe some ideas can be combined and cover a lot of basesā.
Race specific VIP shuttle: basically a shuttle with a warp core stability bonus per lvl of new skill (like the prowler ect) No high slot, 1 mid and one low slot. 99.5% reduction in MWD cap and power grid use.
Race specific Science/exploration ship: for hacking, exploring, tractoring, salvaging and probe use. Based on the current race destroyers.
JUMP CAPIBALE FRIGHTERS ARE A MUST!!!
----------------------------------- Live in 0.0 - Mine in 0.0 - Rat in 0.0 - Be part of a winning team! Join channel pkkp to speak with a Phoenix Knights member today!
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SpaceDrake Taleweaver
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Posted - 2007.01.16 22:31:00 -
[135]
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. 
(Emphasis mine)
A-HEM! If these do show up I'll expect a letter in the mail, gentlemen...  --- What good are actions if there's no one to tell the tale afterward?...
Player of character Riese Blecja. |

Sgt Blade
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.01.16 22:44:00 -
[136]
Originally by: DarkElf i know what u mean and some good suggestions there
i say take very member of staff working on new ships and get them working on helping lag. 
DE
im pretty sure taht tehy wount know how to do any networking so id rather keep them to making new ships then to mess around with the server....
but tbh i think new ships is good, gives more variaty to a player instead of having to cross over to other races, which is also good but taske some time too seing with guns armor/shield drones etc to train.
more of a time sink is bad......imo Hypnotic Pelvic Thrusting Level 5 |

Spaja Saist
Gallente Void Engineers
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Posted - 2007.01.16 22:52:00 -
[137]
Originally by: ee21k We need a dedicated science vessel, bonuses to scanning, probing, ECM, exploration and maybe even salvaging.
why?
FOR SCIENCE!
You sir are correct. We have no science or exploration vessels. People use Covert Ops for exploration now but they are too fragile. Same goes for Archeology and Hacking. You need a good tank to deal with the fast respawn rate while you hack away. The science ship should have a uber tank and lots of mid slots. You could even remove any combat high slots to compensate.
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Spaja Saist
Gallente Void Engineers
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Posted - 2007.01.16 22:55:00 -
[138]
Originally by: Lord Boxxer
Originally by: Corbin Devereux Edited by: Corbin Devereux on 13/01/2007 15:08:12 I just want t2 myrmidons.
That ship is called the Eos. It's the T2 Myrmidon, only it has the hull of a brutix. Would love to see it change it the hull of the Myrmidon though.
Noooooo!! We would loose a turret slot. I like my 7 Neutrons on my Eos.
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Jimius
Pandoras Mining Covanant Prime Orbital Systems
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Posted - 2007.01.16 23:03:00 -
[139]
-Capital ORE ship, perhaps a mobile POS of sorts? With POS modules in the high slot? Once anchored the force field would allow miners to mine in peace while the rats pound away at the force field bubble. The pilot of the capital would be busy managing his tractorbeams to bring in the jetcans and refining the materials on-site. While manufacutring mods and smaller ships if such modules are equipped on the ship. Would allow for rogue moon mining without needing all the POS infrastructure, of course thr downside is that you need to be on-line to actually mine moon mins, so it's more to fill incidental demand for personal or corp use.
-Inter-system weapons, It would be awesome to have a special stealth bomber module to 'paint' a blob target while staying cloacked while a T2 BS launches a 'Vortex IS Cluster Missile" which basically goes into some advanced warp which takes X minutes before reaching it's target. There it slows down and cruises into the blob, the frigs might escape but the slower ones will get pwnd by the massive splash damage. An anchorable nuclear mine or nuclear bomb would be very nice as well to break up blobs.
-T2 BS, only ship that can fit inter-system missile module. It'll basically be a bigger BS with some extra slots and some nice resists and bonusses. Primarily an anti-fleet operations platform. Displayed by the inter-system weapon and that it can fit 1 (or 2 with some expensive T2 rig) XL weapons, providing anti-blob and anti-cap fleet firepower. These ships wouldn't work well solo becuase they're more leaning towards a dread than a BS.
-More faction, we need some Concord faction ships. ORE faction barge, and non-combat faction ships. Federation Iteron Mark V anyone?
-Jump freighter (T2 freighter), less cargo, jump drive capability.
-Science ship, specialized ship for exploration/hacking.
-Junker, for salvaging, more slavaging = lower rig prices. Also, salvage drones :)
-Faction (fighter) drones (Gallmatar/Caldamarr)
-Another idea, salvaged Rogue Drone ships. Rarely the droneship will not explode but die off, allowing the entire ship to be salvaged. Thus creating a Rogue Drone faction ship without the need of Rogue Drone agents (which would be cool as well).
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JP Moregain
Gallente EVE Reserve Bank
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Posted - 2007.01.16 23:25:00 -
[140]
Edited by: JP Moregain on 16/01/2007 23:23:07 How about stealth bombers that are actually stealthy and have more noteworthy alpha strike (since alpha strike was nerfed with the HP increase...)
Maybe a module that makes them hard to lock, kind of like how radar has a hard time locking RL stealth bombers...)
JP
http://www.evereserve.com |
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Elmicker
Unscoped Myriad Alliance
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Posted - 2007.01.16 23:35:00 -
[141]
while i adore the idea of a jump capable freighter, it would need to be seriously limited, otherwise people would be moving their freighters in 100% safety with their pos chain poses. I'm thinking along the lines of lowsec-only, much lower cargo space (1/2 or even 1/4 of a proper freighter) and a low jump range. If it wasnt limited in this way, freighter ops would turn from alliance-wide efforts to sa***uard your pos fuel supply, to a one-man-and-his-alt jobby, which would just be 0.0 on easy mode, but would make 0.0 alot more fun (no more 4 hour freighter ops), and would speed up population a massive amount. However, a jump-only freighter would be impractical, as freighters cannot pick up from jetcans (atm, anyway), so if you run out of fuel, oh****, useless freighter.
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Jayoel
Gallente Eve Auction
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Posted - 2007.01.17 01:17:00 -
[142]
The Mod Ship
Very low Attribtes (shuttle) Apart from High CPU and Cap and Very High Number of Low-slots and Mid-Slots. (around 10 or more) a Few High-Slots with 3 Hard-Ponits
Purpose is this ship with enough mods can be anything anyone wants it to be. __________________________________ The Eve Live Auction |

Jas Dor
Minmatar
|
Posted - 2007.01.17 01:30:00 -
[143]
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.
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.
Quote: 6) Well, we're down to T2 BS now, and we know how controversial that idea is. I dont personally see the need for any kind of flagship/ubertank/ganglink ship when we have carriers, mothers, titans, AND command ships for more-advanced-than-BC leadership.
Tech 2 battleships are still in the concept stage but there are some very specific ideas about how they will be implemented. Rest assured that they will not be uber-HAC's. The current philosophy is to make T2 BS very unique in terms of what they can offer players. This won't be rushed.
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. 
I know a Dev will NOT comment on in game alliance actions but. . . ISS has basically said the capital buff with Kali made it impossible for their, deathstar, POS's to hold their systems against opposition. With dreadnaughts becoming common enough that small POS's are being ganked in low sec, are there any plans for a POS buff?
Names, Dates, Times, Engagements, Losses, Op-Tempo or STFU! |

Benglada
Infinitus Odium Curse Alliance
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Posted - 2007.01.17 01:52:00 -
[144]
Originally by: Zaphroid Eulthran A manufacturers ship,
This is a ship class many people have requested before. bigger than a hauler smaller and considerably cheaper than a freighter, able to do POS resupply but not scoop cans.
Also the mini professions need some ships, maybe one for each of archiology, hacking, salvage etc, (do gas cloud harvesters fit to barges? if not they need a ship as well)
I agree, Mobile factory would be sweet. ---------------------------
Originally by: Arkanor
0.0 is the Final Frontier. Bring money and friends.
Sig nerfz0r - maximum allowed siz0r is 24000 bytz0r. - Devil ([email protected]) Sig By Ortos |

Chade Malloy
Anarchy Unleashed
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Posted - 2007.01.17 01:56:00 -
[145]
Edited by: Chade Malloy on 17/01/2007 01:52:45 And i still want my hybrid classes! (1XL gun + mediums on large hybrids // 2-3 L guns with smalls on smaller ones)
Maybe in tier 2 destroyers / tier 3 battlecruisers? that would make em kinda special.
Small scale carrier vessel would be nice too (escort carrier) with max. 2 fighters but able to fit a few large guns and decent armor, price at about 250 mil and can use gates.
Science/exploration vessels? hell yes, maybe destroyer-cruiser size.
Originally by: Oveur Jesus Christ. The Freighter ate the Stargate god and the Dreadnought didn't!
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Daikaze
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Posted - 2007.01.17 02:18:00 -
[146]
Battle Haulers :) A T2 Navitas :) Stealth Bomber Enhancements
I'm all for more frigates.
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Robstr
Solar Storm
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Posted - 2007.01.17 02:59:00 -
[147]
I think more t1 and t2 ships in ALL current classes would be cool.
Not every new thing needs to be "better" at something. More t1 frigates in tier's 2/3/4 more cruiser the same.
An Intercepter version of the Incursus, an Assault Frigate version of the Tristan. They don't need to be better than teh AF/inties that already exist, just add some flavor.
I think a cool thing for some t2 frigate or cruiser(though it probably makes more sence for a t2 destroyer) would be bonuses to the class or weapons above thier size. They would essentialy be an Assault version otherwise.
Example: Amarr t2 thing (based of a punisher). It gets enough PG/CPU and CAP! reduction bonuses via it's Amarr Frigate 5 to be able to fit a rack of 4 focused med pulse(so they fittings were roughly equal to med pulse). It then gets it's two specialization skill bonuses, say 5% damage and perhaps the standard amarr cap reduction bonus. Then it has assult or perhaps slightly lower resists and some grid and CPU to fit the standard tank affair. The whole point is to be highly specialized in blowing up ships that are larger than it, at the expence of defence against ships it's own size. IE a regular assault frigate should be able to Down one of these with reasonable ease. ====
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CT Tarantula
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Posted - 2007.01.17 15:44:00 -
[148]
Hi all,
how about some new Destroyers... most ship classes got at least 2 different ships and sometimes 2 or more T2 versions Destroyers however got only a T2 version... Maybe a new ship class could do it like the Assault / Interdiction... with a bigger plus to race bonus... like Caldari a Hybr /Missile bonus and Gallente a Hybr/ Drone bonus...
Maybe a new class i thought of to be called Devastators.. a destroyer being able to carry a few large turrets along with the standard small turrets or something like that, maybe in Gallente version a much bigger dronehold instead of the 5 m3 it is now... the Caldari could mount cruise missile launcher.. dunno much bout the other 2 races but i think you understand what i mean...
As with Assault = Frigate class and Hvy Assault = Cruiser class i thought it would be cool to alsao add Hvy Devastators being Battle Cruiser class with kinda same bonus but only bigger ... meaning extra large turrets instead of meds dunno if this upsets the balance too much tho.... but since my Covert ops Nemensis can carry 2 cruise missiles and a cloaking device while being a frigate i think this could be a nice addon... with offcourse a lot of high pre skills so it wont be too easy to get into em in the beginning of the game... Also i think the Interdictors are kinda useless since you can use the thing its designed for only in 0.0 space... and there u would rather have more hp's then a destroyer i think...
I kno im Caldari race but really turned my learning ship skills to Gallente coz of their drasticly bigger droneholds... Btw LOVE this game sofar... never went further with MMO games than trial...
CT Tarantula DSR member
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Dodona
Gallente Center for Advanced Studies
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Posted - 2007.01.17 18:38:00 -
[149]
Edited by: Dodona on 17/01/2007 18:38:40
Originally by: Jimius -Inter-system weapons, It would be awesome to have a special stealth bomber module to 'paint' a blob target while staying cloacked while a T2 BS launches a 'Vortex IS Cluster Missile" which basically goes into some advanced warp which takes X minutes before reaching it's target. There it slows down and cruises into the blob, the frigs might escape but the slower ones will get pwnd by the massive splash damage...
This is easily my favorite idea presented, from both the devs or other players. It allows newer players to have an important and relatively powerful role in combat, enhances the stated gameplay objectives (a shift towards more mobile strike forces rather than huge fleets), fills a unique position, fixes the stealth bombers, and utilizes what would be analagous to modern artillery-- which is just plain cool.
I wouldn't recommend completely shifting the foucs of the stealth bomber to just target-painting, however. Give them the option to still launch a few missles as well; just don't let them launch as many when they have the target-painting module installed.
Nor would I think it necessary to have a BS launch the inter-system missles. A cruiser should be able to do the job fine. Obviously, a few balance issues would remain, but that's standard with any change or new ship.
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Master Han
Order of Endruring Marshalls
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Posted - 2007.01.17 18:46:00 -
[150]
Stealth Torp Bomber
Cruiser sized of course!
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Billy Sastard
Amarr Zephyr Enterprises Inc. Astral Wolves
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Posted - 2007.01.17 19:07:00 -
[151]
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.
I have been talking about this for ages. MY idea:
2 point built in WCS (like the blockade runners), 75-100 m3 cargo, built in T1 MWD, and slight better base armor/shield resists. Still have no slots for fittings, keep the same base speed. Require a specific skill for the ship, which requires the skills to use WCS and MWD in order to train (call it Advance Suttles or something). -=^=-
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Jason Marshall
Hammer Of Light Astral Wolves
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Posted - 2007.01.17 20:33:00 -
[152]
Id like to see sentry type ships, you know a hostile fleet is comming so you deploy and occupie theese things next to a gate. They can not be moved and you can not jump with them, they would have to be deployed in advance by a larger ship. They would do sniper type BS damage at long ranges, with varients for close ranges. They should have some lasting, faction ship type resists with high structure armor and shield HP. ill add more, but the bell is about to ring and im off to engineering.
Tacky lens flares in sigs 4tw! |

operated
Slacker Industries Exuro Mortis
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Posted - 2007.01.17 21:05:00 -
[153]
Edited by: operated on 17/01/2007 21:04:12 New cruisers pls , bit thoufer , i miss flying them .
A minicapital , having unique role not much thoufer then bs .
A ship to do something with mines ) ( i miss mines was funny as hell ) , maybe you could anchor 1 to 5 mines per skill (anchor at warp in point hope guy lands on it ) maybe frigsize so you can pass guy drop mine and guy flies right in it .
Thats it .
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Jezala
Mom 'n' Pop Ammo Shoppe X-PACT
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Posted - 2007.01.17 22:03:00 -
[154]
Edited by: Jezala on 17/01/2007 22:05:20 Edited by: Jezala on 17/01/2007 22:00:04 1. A dedicated smartbombing ship, preferably BC or BS class size. Bonuses to smartbomb range, damage, and/or cap consumption. Other bonuses to consider for this ship are bonuses that would aid it in an anti-drone/fighter role. One side effect of a ship like this would be a missile defense role. Oh yeah...it should be allowed to be used in high sec space.
2. Space taxi. 8 pods in my cargobay, the maneuverability of a frigate, and the size of a cruiser. I really wanted this when we had warp to 15 and bookmarks were essential to survival. Those pods in the cargobay should not be visible in local and should have the option to be ejected in space.
...and yes, we do sell and deliver ammo. 425 Express Delivery is available upon request, please see Hans Gates and Marcus Grisbius regarding this option. |

Merin Ryskin
Peregrine Industries
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Posted - 2007.01.17 22:32:00 -
[155]
1) Q-Ships: industrial hull, no way to tell it's anything unusual until it locks the target and blows it to dust. Should have poor tank and cargo, but extreme alpha strike, enough to kill an average pirate cruiser with a shot or two.
2) Light carriers: remove the jump drive and logistics ability in exchange for the ability to use stargates and fit cruiser or frigate guns. Should be faster than existing carriers, but with a weaker tank. So they're good for quickly deploying fighters from a safespot/warped in 100km from the battle, but not so good they replace the existing ships. And make one of them use the Providence hull design, it's just beggign to be a combat ship.
3) Fast battlecruisers: we have good BCs for close-range slugging matches, so lets have a T2 skirmish version. Heavy gank over tank, long range, high speed/agility. This could either be done with a static fitting bonus to BS weapons and skill bonuses to precision/tracking, or simply a lot of offensive bonuses to cruiser weapons. Essentially you have a ship that rips apart cruisers/HACs, but has to run away from battleships... the traditional definition of "battlecruiser".
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Erotic Irony
RONA Deepspace Rule of Three
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Posted - 2007.01.17 23:23:00 -
[156]
Originally by: Nifel Ships designed for area effect modules that can be targeted. I want to have psi storm in EVE kthx!
Originally by: Lisento Slaven When is CCP going to implement the space whaling occupation with full blown whaling ships?
Originally by: Jezala
dedicated smartbombing ship, preferably BC or BS class size.
Some neat ideas--I'd love to see some kind of AOE ECM blast that consumes stronthium or something and has 5min cooldown. Imagine a 20km white smartbomb effect and mix in some of the electronic/visual interferance of BF2142. Some more non damage effects would be awesome too, temporarily freeze gates, chaff blanket to disable directional scanner within a radius or neutralizing sub-systems. ^^
I like the support ship ideas but until focus fire sees diminishing returns or a reasonable way to lock gangmates, these hopes fall flat.
Indeed, what these new ships need is new gameplay functionality: perhaps their slots take damage over time, or they see small improvements in performance for surviving, endearing players to their ships even more. Maybe base it around insurance--the less insurance the faster it'll naturally become +2-3% faster at locking or tracking. Use your imagination.
We need something to break out of the arbitary 8-slot restrictions and the current meta-game which aside from the interdictors doesn't offer anything more than just bigger ships with mostly the same bonuses. The recons and the Caldari BS ship line show CCP can be creative, EVE in 2007 will need this new gameplay. That capitals are such a huge grind and are still limited by the 8-slot count should signal to CCP that there is more to PVP than just slots. What ever happened to tactical battlegrounds with specific penalties and advantages, formations or even cyno-bug fix? ___
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Sorela
Gallente
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Posted - 2007.01.17 23:42:00 -
[157]
Originally by: Mephesto Nizal new Fighter drones manned by players, launched from carriers.
If they had the right advantages this would be an awesome way to give lower skillpoint newbs a place on the battlefield.
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Red Riddler
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Posted - 2007.01.18 11:30:00 -
[158]
Originally by: James Swindle Im sure the miners would like some sort of big ass mining ship that was actually able to defend its self while in 0.0 space.
This ship could use strip miners and a large cargo hole. This ship would have weapons so it can defend its self....however it would only be able to target ships that have targetted it already. This way it can only be used in a defensive capacity.
No thanks, this will only open up low sec mining to macro miners capable of defensing themselves against rats (although probably not players), its hard enough trying to find a lump of omber bigger than a pebble in Empire as it is.
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Maya Rin
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Posted - 2007.01.31 22:03:00 -
[159]
I know this is probably going to be considered a stupid idea and would require not just the production of a new ship, but a whole new in station system, etc, but I'd realy like the introduction of personel transport ships, along with misions and everything else which goes with them.
This would involve ships of varying size, from small yachts to luxury cruise liner equivalents. Also there would be the possibility of running services for NPC passengers (individuals and small or large groups) who don't even have to be named or identified beyond their intended destination. eg. 231 passengers desined for Hurtoken. Also misions that might require the transportation of high ranking people to destinations, people who would not be content with the cargo hold.
This also paves the way for troup deployment when we start moving towards planetary domination and warfare.
Clearly there would be a new stat to ships, or maybe even more, namely the passenger capacity, and possibly the number of "rooms" available for different prices. For example a cruseliner would have "state" rooms which would cost about 100 times the price of the average room, but would need someone who was capable of payingt hat money to ill it, so we ave another aspect, level of passenger. maybe we have 1st, business and economy, like in modern day airplanes.
Just a thought, and I fully expect ot be booed and hissed. Still. I think it's a good one that might catch on in time.
Maya
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Evelgrivion
Coreli Corporation Corelum Syndicate
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Posted - 2007.01.31 22:22:00 -
[160]
I'm a BIG fan of the Juggernaut concept.
My ideal variation of the ship would be armed with 5 or 6 capital turrets (no missiles for this one folks!), with the approximate HP of the Dreadnoughts pre-Revelations (or less) so that they, while tough, can still be destroyed by significant numbers of ships that are smaller.
Give them a damage bonus to make them evil to battleship sized vessels or bigger, with the capacity to use stargates, but no siege mode :)
A ship that can go head to head on the front lines without overwhelming expense, and a genuine vulnerability to ships like, say, carriers (dreadnoughts are not threatened by a carrier when properly fitted, lets face it), they could bring some more balance into the game. Its a pretty big leap between Battleships and Dreads  ---|---|---|---|---|---|---|---|---|---|---|---|--- This isn't the signature you're looking for. |
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Shi Mun
Caldari Perkone
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Posted - 2007.02.01 00:10:00 -
[161]
Ship Ideas to mull around the ol' noggin Aegis like support cruiser with bonii to defender missiles and single bonus to racial EW and special ability to shield transfer/remote rep/cap transfer range(does NOT affect NOS)
Dedicated exploration ship - fast moving high agility low sig high sensor strength moderate HP with moderate offensive capabilities and bonii to probes/exploration stuff? (i dont know dont use em)
Dedicated salvaging ship (frigate/destroyer hull) - weak ship with bonii to salvaging
FUN THOUGHT And here's a t2 battleship idea to throw at ya - a mine layer! in other words bring back mines, make em powerful with very large AoE. Must be deployed from a special launcher (high slot) very slow rof (i mean like every 60-100 seconds) Can only fit 2/3 of these launchers per ship Proximity activated (5km range?). Mines have a duration which after a period of time (maybe 5 mins max) will detonate anyway. (its enough time to deploy them if there is an expected attack but so that you cant deply thousands of the sods around a POS say). Mines have an activation delay to allow the layer to get away from it. Deploying a mine in empire counts as an act of aggression (just like using other AoE weapons i.e smartbombs) so ppl hu think its funny to drop these outside stations get screwed over (mines dropped in high sec get defused by concord immediately). There should be 4 types of mine - 1 for each race with own racial damage. - Caldari get kinetic mines with bonus for rof (deploying mines) (penalty: do less damage than other mines) - Gallente get thermal mines with bonus for AoE range (penalty: slower activation delay) - Amarr get EM mines with bonus for damage (penalty: lower proximity range than normal mines) - Minmatar get Explosive mines with bonus for proximity trigger (penalty: cant think of one so minnies get the jack of all trades :P ) The penalties for the mines shoulb be fixed into the stats and the bonus' would abvously be from the ship itself --------------------------- HAHA! your jammers suck now! Oh wait whats happening to my scorpion... |

Tsi Ton
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Posted - 2007.02.01 10:04:00 -
[162]
Really i just wanna see a luvly new eWar ship 
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Malcanis
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Posted - 2007.02.01 10:29:00 -
[163]
For the love of God and Grammar, will people please stop saying "boni" and "bonii".
bo+nus (bō'nəs) Pronunciation Key n. pl. bo+nus+es
Something given or paid in addition to what is usual or expected.
http://dictionary.reference.com/browse/Bonus
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Neechi HollanderDanny
Caldari AWE Corporation Intrepid Crossing
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Posted - 2007.02.01 10:37:00 -
[164]
Not sure if its said before, how about decoy / fake ships? All ships got an 'upgrade' version alrdy (T1 -> T2), now a battleship which looks like a battleship but is actually 'empty'. The statistics (hull, armor, shield, low/med/high fittings) should be worked out. I'm more interested in the tactical advantages of decoy / fake ships. A. 20 ship fleet vs Z. 20 ship fleet, A fleet got 10 T2 fitted and 10 decoy / fake ships. The Z FC haves to decide to call primary's and secundairy's, losing precious time when shooting decoy / fake ships while the T2 10 BS are killing his ships. |

James Lyrus
Lyrus Associates Interstellar Starbase Syndicate
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Posted - 2007.02.01 11:16:00 -
[165]
I'd like to see:
Mobile shield ship.
Jumpdrive battleship
Jumpdrive freighter.
Mobile 'home', e.g. capital with manufacturing, refining, ship maintenance array, and maybe a few other things.
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.02.01 12:03:00 -
[166]
Originally by: Verone
Originally by: El Yatta I dont personally see the need for any kind of flagship/ubertank/ganglink ship when we have carriers, mothers, titans, AND command ships for more-advanced-than-BC leadership.
Loved the post mate, but I gotta disagree here. Some of the smaller PvP corps in Eve who don't have the resources to produce capitals would do well with a smaller platform than a carrier or mother, but more durable than a command ship which is liable to get primaried and ganked.
It would be nice to see Tech II BS, but with limited offense potential (think hardly any hardpoints and gang bonuses specific to the ship), and more of a gang support and personal defense role.
I do agree on the other points though, and can see some pretty interesting ship classes being drawn up from the ideas, especially the dedicated salvage class 
I have to agree with Verone here. Command Ships as they stand, were before their time.
Squad Command = T1 BattleCruiser Wing Command = Current T2 BattleCruisers (renamed) Fleet Command = T2 BattleShip; either with increased gang mod bonus , or bonus to 2nd race gang mods.
What I do the rest of the time - Vote for a Jita bypass! |

FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.02.01 12:20:00 -
[167]
Whilst I am imagining ship classes:
Gunships Shuttles meet Fighters. No low/mid slots, a forced-fix MWD, and 1 high slot. Tie most of it's attributes (damage, speed, resists, etc) to skills.
Flagships As my previous post, T2 battleships with gang mods.
Large Logistics BattleCruiser hulled logistics.
More 'independent' race ships Faction ships, but without the limited supply or hard work. If ORE can produce mining vessels: Why can't Sisters of Eve produce escort runners for all those orphans they ferry about? (T2 destroyers with 50% range bonus replaced with a resist bonus). Why can't Interbus produce mini-freighters? Why can't Mordus Legion produce modified vessels? Why can't you buy pirate ships? Even if they are just a clone (in terms of stats) of a similar empire vessel. Why doesn't ORE expand it's range of ships, introducing mining battlecruisers (tank + bonus to gang mods), etc.
Refinery ships I suspect this is what is coming in, refinery ships.
Salvage ships Bonus to salvager range/success.
Tugs Ditto, but with tractor beams.
Also, I strongly feel that the new industrial ship shouldn't be both a refiner and a jump-capable ship. Two separate ships sure, a mini-freighter capable of jumps, and a mini-freighter that can refine; but a ship with both will just be abused by ISK farmers/macro'ers.
What I do the rest of the time - Vote for a Jita bypass! |

Morpheus Dreadnor
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Posted - 2007.02.01 12:30:00 -
[168]
ceptors with jump drive options. small gangs fast in fast out would be funneh.
a ship for pirats to hijack people and ransom em for isk. Auction caracter.
Signature image removed - That's just wrong... mkay? - Immy
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Ilea Celentay
Veiled Justice
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Posted - 2007.02.01 12:43:00 -
[169]
I say this without much thought but one thing that would be so very cool/interesting/funny/whatever....
A ship, that can mount a POS shield onto it... Like a mobile shield generator... Same restraints as a standard POS bubble, so unable to Fire into or out of such a thing... Would be interesting to see gang fleets wrapped in one of these...
Anyway..
Faction Ship Info || Rig Factory |

B1GDAVE
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Posted - 2007.02.01 13:08:00 -
[170]
The one thing that needs changing imo is destroyers. They are meant to be frigate killers, so why not make a t2 version with tracking bonuses so they can kill ceptors too. That would add some variety to the fleet battle field imo
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Vladimir Ilych
Gradient
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Posted - 2007.02.01 13:22:00 -
[171]
drone ship. no turret or missile high slots but can run 10 or 15 drones at the same time.
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Vladimir Ilych
Gradient
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Posted - 2007.02.01 13:22:00 -
[172]
drone ship. no turret or missile high slots but can run 10 or 15 drones at the same time.
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Maltitol
Gallente Tides of Silence SMASH Alliance
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Posted - 2007.02.01 14:18:00 -
[173]
- mineable planets - the ability to populate planets by providing planetary vehicles, which will in turn make the population mine for you, then the ability for:
PLANETARY BOMBARDMENT VIA SPECIAL SHIPS... (IE: T2 BS) ----------------------------------------
Originally by: Devil Hanzo
There is no problem with Jita, there is a problem with everybody going to Jita at the same time... 
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Xtreem
Gallente Fire Mandrill Curse Alliance
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Posted - 2007.02.01 14:28:00 -
[174]
i dont want new abilitys, just some new ships, ie more cruisers/bc not a different teir, im just bored of the models.
Throax - Vigilant - Deimos Brutix - Eos - Astarte etc etc etc can we just have some different models!!
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Erim Solfara
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Posted - 2007.02.01 15:10:00 -
[175]
Originally by: Corbin Devereux Edited by: Corbin Devereux on 13/01/2007 15:08:12 I just want t2 myrmidons.
Originally by: El Yatta Could either be the t2 mining frigates (bantam inquisitor burst imicus etc)
You mean navitas not imicus.
He also means the tormentor not the inquisitor ---------------------------------------- Proposed new ship class |

Live Eye
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Posted - 2007.02.01 15:18:00 -
[176]
Oh, I don't know. How about a friggn t2 dominix? Did I read you right, saying there are no t2 BSs? Well if Hyperthron is not t2 then I definately want an upgraded version of dominix with all those nice extra slots and boosts in shield/armor/hull. I don't need to hear that dominix is already good enough either, people who say that are just repeating it without ever using a dominix most likely. It's a great ship but it can be limited like every other t1 BS and drone users need to have some room to grow as well just like the gunship users have now. I could just imagine the possibilties of an upgraded dominix with only a single more med and low slot...
Live Eye
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Erim Solfara
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Posted - 2007.02.01 15:34:00 -
[177]
It's a plug, but people in here have mentioned exactly what I've proposed here ---------------------------------------- Proposed new ship class |

Erim Solfara
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Posted - 2007.02.01 15:34:00 -
[178]
It's a plug, but people in here have mentioned exactly what I've proposed here ---------------------------------------- Proposed new ship class |

elbenito
Battlestars Curse Alliance
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Posted - 2007.02.01 16:16:00 -
[179]
A mini-freighter that can transfer to/from POS arrays would be nice.
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Tasuric Orka
Antares Fleet Yards SMASH Alliance
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Posted - 2007.02.01 17:33:00 -
[180]
I'd like to see the manticore become absolete (no more tweaking), and the introduction of a true stealth bomber. Something the size of a cruiser, and the ability of warp while cloaked, it would have 4 missile hardpoints for either cruise or torpedo launchers, but with a rate of fire penalty. It would have a tank that would fail under any serious attention much like actual cruisers.. but worse.
But.. this will only be acceptable if cloaked ships can be detected somehow, a capital scanning/probe module sounds good to me. Without the ability it may have to drop the warp while cloaked atribute, because it would be gankalicious. 
Originally by: Deja Thoris The dead horse has now been flogged into puree.
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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 (canÆt 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 vesselÆs 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 donÆt 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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Ambiva
Khanid Aerospace Group Khanid Provincial Authority
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Posted - 2007.02.14 21:25:00 -
[211]
========================================================== class:Tech 4 Super capital ship role:Tactical Command Flagship length:15KM release:2010
Shield:300000HP Armor:200000HP Hull:150000HP Cap:500000
Drone bay:50 Fighters Ship maintanence bay:100BS
+ 1+ High energy phase shift field Can deflect any kind of attack(super weapon exclusive) Cannot use any weapon when activated Energy use:500/secs
+ 1+ Tactical Micro Black Hole Bomb Launcher Release a super micro gravitational field while warping out All units will be destroyed, with in 2AU range Energy use:100000 Activation Delay:300 secs Bomb HP:100000 Charge price:100,000,000ISK
+ 1+ Graviton Booster Cannon Cooling time: 10mins Optimal 500KM, Fall off: 200km Booster deployment time: 30 secs Physical Dmg: 250000HP(EMP, Thermal) Firing mechanism: Laser guidance, firing axis indicator Energy Use: 50000
+ 8+ Giga Partical Cannon Cooling time: 1min Optimal:35KM,Fall Off:5KM Physical damage:15000HP Firing Angle:50 degree Energy use:2000
+ 12+ Gang assist module
+ 96+ Missile Launcher
+ 96+ THELS
+ 8 + High energy tractor beam Optimal:80KM Maximum tracting class:Battle ship Neutralizing speed:200M/S
Speed:80M/S
Maximum Booster used:2000M/S(Ship integrity controlled by gravitational system) 1000Energy/secs
*Reverse Engine + 12 Providing Max deceleration, for tactical Maneuver/Atmosphere entry 600Energy/secs
*High Energy Side Maneuver Rockets + 32 Provide High Maneuverability 500Energy/secs
Jump radius: 10 ly No guidance required
Base Price:120,000,000,000 ISK
==========================================================
class:Tech 5 Super capital ship role:Alliace base length:55KM release:2012
Shield:1600000HP Armor:1600000HP Hull:500000HP Cap:1000000
Drone bay: 100 fighters Ship maintanence bay:500BS,50Capital
+ 1+ Hyperspace EW system Can intercept any kind of communication with in 50AU Energy use:1000/secs
+ Phase shift Armor All armor resistance to 99.99%(no effect on super weapons) Energy use:1000/sec
+ High degree space shifting field Can deflect any kind of attack(Superweapon included) cannot use weapon when activated energy use:10000/sec
+ 1+ Super Gravity Wall Generator Optimal 30AU,Fall Off:15AU,Strength:99 It takes 30 secs to reach optimal range Cycling time: 60 secs Energy use: 80000 Danger: Catastrophe might happen if acvitivated with a Star in range
+ 1+ Star Reflex Cannon Cooling time: 60mins Optimal 10AU, Fall Off 50AU (oh yeah, it takes several mins ) Reflex device deployment time: 10 mins Physical Dmg: 5000000HP(Thermal) Area effect: Fire axis radius initial 10KM, plus 100KM per AU Firing mechanism: Long distance laser guidance, firing axis indicator Limitation: Must be activated within 20AU range of a star, no obstacle in between Energy Use: 800000 Danger:If the firing axis pass through some stars it might cause supernova explostion
+ 16+ Super Long Range Plasma Cannon Cooling time: 2mins Optimal:250KM,Fall Off:50KM Physical damage:50000HP Firing Angle:30 degree Energy use:5000
+ 48+ Gang assist module
+ 128+ Missile Launcher
+ 24 + Super High Energy Tractor Beam Range:200KM Max Tracting class:Capital Ship Neutralizing Speed:100M/S
Speed:30M/S
Jump radius: 10 ly No guidance required
Base Price:800,000,000,000 ISK
==========================================================
Note: If you destroy any NPC stations with any superweapon, they gonna denounce war
All superweapon can be used even in the cooling time, but might cause some damage or
catastrophic aftermath
anyways, maybe EVE version 2012
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Swift Wind
6rasshopper Inc.
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Posted - 2007.02.14 21:34:00 -
[212]
Edited by: Swift Wind on 14/02/2007 21:31:04 nm....
Just learning how to read :)
When you absolutly NEED to know... |

The Warfish
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Posted - 2007.02.14 22:04:00 -
[213]
Good ideas for new Ship Classes:
Salvager Class -- Cruiser-Size Ships Designed for Salavage & Light Cargo Tarsport, cargo cap. between Current Cruisers and Current T1 Haulers. Minor Mining Abillity as well (pre-ORE abillity, post-Frig-miner abillity).
Science Vessels -- Designed specificly for Science/Exploration/Probing. Support Ship with some EW Abillity as well.
Escort Class -- Destroyer-Size Ships Designed to use Defender Missles in Fleet Defense (6-8 High-Slot Hardpoints, class bonus for Defenders, addl. Defender Bonues (Speed, Damage, etc per Faction) and with ultrafast lockon/sensors. Possible could be done as a second T1 Destroyer per Faction, with a better T2 Variant Available as well.
New Faction Ships: A Variety of Frigs, Cruisers, and BS's for non-main factions. For example, Ammatar Designed (Missle/Armor) Frigs, Cruisers and BS's.
Personally, I love variety, and the more variety the better IMO. Even if the differences are minor, the variety is still very important for true immersion. After all, if this were real, they're likely be hundreds of ship classes flying around.
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ReePeR McAllem
The Carebear Stare Privateer Alliance
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Posted - 2007.02.14 22:34:00 -
[214]
How about a mine-layer vessel, MINES RULE! - a new ship which also brings new content and stratergy to the game.
Dropping out of warp into a mine field anybody? so you think you can really pilot a ship hmmm 
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Alekzander
Caldari Deep Core Mining Inc.
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Posted - 2007.02.14 23:01:00 -
[215]
The only ship class I'd like to see added is maybe a pocket dreadnaugt class, something that fits one or two capital weapons and is really only good for POS sieging in empire, obviously it would go through gates and not have a jump drive. Ok, its actually a useless and not needed ship class, but it would still be fun to have a ship built around one giant gun (or two).
In reality, what we don't need is a HAC battleship, the only role for one of those would be anti-capital, maybe something with a huge tracking/explosion velocity penalty, and then a giganormous damage bonus. Like, a raven with rage torps would be similar to a phoenix out of siege mode, it cant hit bs's for crap (unless it had 5-6 painters or a munnin), and has a terribly short range. As to turret ships, they'd track similar to capital weapons and have enough of a damage bonus to ramp up to non-sieged weapon damage.
OR, terrible dps tank monster command ships, with enough of a bonus to make them quite handy to have around (50% to a single HP area anyone?). Also, since they are battleships, and have the space for it since they lack much of any weapon system, a massive tank. Resists high enough to soak 10 high damage ships for a couple minutes.
Course we could always get teir 2 destroyers.
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Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2007.02.14 23:50:00 -
[216]
I'd love to see a Capital smaller than a Titan that could do any kind of normal ship combat. No Siege, no fighters, no DD.
Just a mean tank, 8 Capital Autocannons, and the rest of my fleet. _________________________ ~Thor Xian, Material Defender
"For all your Material Needs, Vertigo One."
Got Alliance?
Contact me ingame for alliance creation services. |

Redback911
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Posted - 2007.02.14 23:52:00 -
[217]
Navy issue or pirate abaddon. I'd never ask for anything ever again.
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Ruri
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Posted - 2007.02.14 23:59:00 -
[218]
I really like the idea of 2 more destroyers. one to be a tier 2, which has salvage/tractor bonuses and more cargo space and the tier 3 to be a better version of the tier 1 existing.
I had this one idea which is really really exploitable:
pick a ship class that determins everything, except you can decided where the slots go and what bonuses you get.
IE: pick a frig which might have 6 slots total and decided that they are 3 high and 3 low with no med and make it have RoF and damage bonuses. The rest is standed unless you want to though more money to get better shields, but this makes the cargo less, or more armor and it becomes slower
The problem is this is as I'm sure you've already imagined very no so much exploitable but it could be used to max/min in a big way so there would need to be some limits of some sort.
I also like the idea of more frigs, more faction frigs (which would hopefully make them a little more accessable to the players) T2 destroyers would be cool too.
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Royaldo
Old Farts
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Posted - 2007.02.15 00:19:00 -
[219]
I didnt read it all, but i would like to see faction versions of bc's and destroyer's.
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Pliskkenn
Minmatar Veto. Veto Corp
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Posted - 2007.02.15 01:00:00 -
[220]
Thukker Recon...it suits them To be honest.
Theres a lot of ship hulls on the database that arnt used, like the Phobos and stuff, maybe bring them in? More variation is what I'd like to see, even if its similar things. Since for Minmatar AFS we have Jag and Wolf, same hull, different style of ships, why not repeat this up the board?
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Ephemeron
Golden Fury Curse Alliance
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Posted - 2007.02.15 04:10:00 -
[221]
I want a dedicated large smartbomb battleship.. with bonus to smartbomb damage and cap usage
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Magnum III
Journey On Squad
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Posted - 2007.02.15 04:38:00 -
[222]
The interesting cool faction ships you get from doing missions are too hard to get and you don't even want to drive them for a chance of loosing them when they are not worth the price they cost you to get them.
I want ships ypu can drive and rigs you can affordt to put on friggs and T1 cruisers too.
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Xerxes X
Minmatar
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Posted - 2007.02.15 14:19:00 -
[223]
Here are my favourites:
* Mini-Dreadnaught: Single Capital Weapon, possibly drone defence. * Warship: Able to scan and direct battles more effectively (e.g. adding scanned warp-in points to the right click menu) * EW Platforms * Flagship: Between BS and Capital class * Battlebarge: 12 guns * Capital Mining Barge * Mobile refinery * Proper Destroyer and BC models for Sanshas, Bloods and Angels * Pimp Mobile
Xerxes X
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The Squirrell
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Posted - 2007.02.15 16:57:00 -
[224]
Edited by: The Squirrell on 15/02/2007 16:55:32 Well, I support the idea of salvager ships, some kind of larger stealth bomber, a mining/freighter capital ship, a science ship and some form of combat or command mini-dread, maybe one that can use gates?
Anyways, I'll try to put something new into the debate:
-Baseships: Something for the mid-range player who's assets don't stretch to needed multiple freighters to move, but isn't a noob and doesn't want to be confined to one station. One of two options here, either a series of ships (3) that need a new skill based on having Industrial lvl 5, each progressing in amounts of features, more detail if that option proves popular, or my idea, based on a freighter hull to save modeling, using the same skillset as a freighter but as follows: -Has less cargo space, maybe 100-200k m3. -Has a ship bay, large enough for anything up to one battleship, capable of assembling and repackaging said vessel or smaller. -Can use a cloak (hopefully a Cov Ops) -Has a production slot (skill lvl 1), going up to 5 production slots (skill lvl 5). Said slot takes 2.5times as long to work as a station slot and POS-like efficiency. -Gains a lab slot at lvl 4. -Can refine small amounts of ore over time at lvl 4. -Also can 'anchor', when anchored, it cannot move, but deploys a POS-like field keyed only to the person who owns it (asks for password before you eject). Like Siege Mode, it massively increases the defenses and can become invulnerable if you lose to much shields and have stront aboard. -Has a natural warp core scramble resistance. I know some people will think it's a mobile POS, but I think the cost should be around 500-600mil, the idea being that it's not really big enough for corp level usage, only player level usage, and thus it's less efficient that a station in its various slots, maybe around the same ability as a POS, but with a smaller capacity. The general concept is that players with enough money and the correct skill, but not tons of stuff, can put all their stuff into one ship, and fly around the EVE universe with it, they can then anchor it in a safe spot and launch one of their ships, eject, board their ship and fly around doing whatever they want to do in the area, but the Baseship is safe and they can come back to it with whatever they've picked up. It can carry and deploy a reasonable number of ships for a single player, for lower level players, it would be basically like a mini-freighter, for those who dedicate the time to it, it can be like a mini-POS, doing basic level manufacturing and refining as you go, and/or without having to go to another system, and is private. It gets all the abilities defensively because obviously taking it into 0.0 space is risking almost everything you have in EVE, I wouldn't expect to see many of them out there, but for Empire/low-sec, they could be quite useful.
-Explorer Recon: Basically a battleship hull with very little mass, so its fast and agile, decent defences but cannot mount anything other than Defender Missile Launchers and Smartbomb's, would be strong in defensive EW, ie it can break the lock of ships locked on it but not jam things generally. It can use the Cov Op's Cloak, can use both probe launchers and a cyno field generator. Basically, its an unarmed, but well defended long range survivable scout ship. You could send one out into a hostile alliances space anf it could scout out a lot of their territory or just sit in a smaller region for a while and still survive.
Modules/Equipment: -Salvager Drones: Allows people to rat at full power and salvage. -Tractor Drones: They go up to something, attach themselves, and pull it back to you. -Anti-warp bubble bubble: Can be fitted on an interdictor in small, medium and large grades, cancels out the effects of a corresspondingly sized bubble for a certain time period. -Proper Defender Missiles: Give us some means of shooting at missiles. Either that or the equivilant of a tracking disruptor for missile guidance
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Heisenburg Principle
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Posted - 2007.02.15 17:32:00 -
[225]
Throwing these ones out there.
-Mobile refinery and tug ship, i'm getting images of a towing vessel like the nostromo from alien with a huge refinery in tow.
-Dedicated jump portal creation ship, could be used in conjunction with the above to allow mobile refinery to get to 0.0. Could be useful for corps who cant afford to run POS 24/7 or build a station. It could be used when required.
-Re-texture the existing older ships.
-Assualt barge, not sure how it would work but would launch docking arms or smaller ships with marines to destroy ship from inside and capture. Just an idea since its a gap.
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Ravey Head
K.O.R.
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Posted - 2007.02.16 01:46:00 -
[226]
i'd like to see a cruiser style interdictor ship, or maybe even BS style. Mostly because when I think interdictor, I think the semi-cap ships from star wars, not the tiny ships they are in Eve. Another offshoot of the destroyer would be nice as well but overall, i think they need to be overhauled. Destroyers are by far, the easiest ships to pop in game... and I'd like to get more use out of my Destoyers lvl 5 skill :X
Obviously, subprofessions would benefit greatly from their own ships. I agree with that... and I would also like to see a change to all ships with a bonus to certain damage types. It's annoying and really only useful in mission running which doesn't make sense on a command ship. i.e. Nighthawk.
Maybe even consider fixing the assault frigs. Get rid of the inherent bonus that is redundantly listed for resists and give it an actual bonus.
Oh! Corvette class ships. I kind of wish that there were more ships between the BS and the Dread. I honestly see too few different ships out there. Diversify! Just a couple of thoughts..
-Ravey
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Maglorre
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Posted - 2007.02.16 06:45:00 -
[227]
Originally by: Marlenus
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.
Sounds just like my Hurricane salvager... 8 high slots, enough mids to fit an mwd and a "good enough for the purpose" shield tank, EC2s in a couple of low slots and i-stab/nano in the rest. Gives pretty decent speed/maneuverability and 1220 cubic metres of cargo space.
Bit of overkill for mission salvage since there is hardly any loot to collect and the size reduction in salvage items means you can fit a huge amount in a small space but it's really really awesome in 0.0
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Maglorre
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Posted - 2007.02.16 06:50:00 -
[228]
Originally by: Ruri
pick a ship class that determins everything, except you can decided where the slots go and what bonuses you get.
I reckon a rig that converts one type of slot to another would be pretty neat. Would probably need to limit it to one type of this rig per ship though... imagine a nanophoon with 1 high and 2 med slots converted to lows... hehe.
Would allow for some interesting variations to setups but I suspect it would really throw out the balancing of ships.
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Tobizuru
Minmatar Cosmic Odyssey Chorus of Dawn
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Posted - 2007.02.16 07:04:00 -
[229]
I just want CCP to finish the Idea of Personal Jump Gates between POS's  --------------------
If I only had a Face... :'( Sig Edit: Wait wtf is this?! O.O |

Maric
Science Experts
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Posted - 2007.02.16 07:15:00 -
[230]
Science vessels, my point of wiev:
Those should be T2 ships, based on Tier1 BSs
Same number of hi/mid/low slots as their Tier1 counterpart
A bit better natural resistance then their Tier1 counterpart
No dmg/resistance bonus at all
Two rig slots
Bonus for fitting covert ops module
Bonus for lesser scan time for modules using Astrometrics skills
Bonus for using arch/hacking modules
Abbility to invent T2 BPCs (only in 0.0 space) using 50% less Datacores
Abbility to create Datacores using arch/hacking modules on various objects in space (only in 0.0 space)
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MrLobster
Cosmic Odyssey Chorus of Dawn
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Posted - 2007.02.16 09:23:00 -
[231]
Edited by: MrLobster on 16/02/2007 09:23:43 1) Salvage Cruiser for me (needs to be a Cruiser Class to tank 0.0 re-spawns long enough to get any salvage).
2) Just make all the damn ugly ships Beautiful i.e Osprey, Exequror, caldari in general (but leave the rax and mega alone).
3) Tier 2 Destroyer, hmmmm 5% armor/shield resists per level???
4) Stealth Bomber Fix (can warp while cloaked using any cloak, that is also passed on to the covop frig too, but Force Recons need T2 cloak to warp cloaked) ______
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Oddluck
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Posted - 2007.03.16 11:18:00 -
[232]
I would really like to see.
1. Salvage vessel(fills an actual need)
2. t2 Stealth Bomber (the old ship just never worked right, a true hidden enemy)
3. t2 Destoryer (based on a True Hunter/Killer platform)
4. Jump Freighter
Personally , I love the idea of a True Steath Bomber/ Destroyer upgrade. Lets stop pushing the Battleship threashold higher and higher, Return to Fitting out the Fleet with actually Utility and Value.
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Sirial Soulfly
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Posted - 2007.03.16 11:22:00 -
[233]
There can never be enough ships! More of everything! 
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OutCider
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Posted - 2007.03.16 11:26:00 -
[234]
Originally by: La Tortura
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. And every time it's used, the character's security status drops by 3 points for terrorist actions.
+1
+2
only a higher cost, as they could easily do about 2 bil in damage. a very tactical weapon.
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Siri Blue
Gallente Duvolle Laboratories Blue Division
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Posted - 2007.03.16 11:42:00 -
[235]
What I really want to see it Oveur's idea of extended space fights and thus drastically increased hitpoints put into place.... At the moment its all about blowing up the enemy in an instant...
What I'd love to see is the hitpoints of shields and armour trippled or something and the STRUCTURE (hull) hitpoints increased by factor 20 or so...
While doing damage to the structure you also disable the weapons, warp drive, thrusters, targetting systems, and so on while doing damage...
Thus...in the end...you don't have to blow up your enemy... You can disable him, board and take the cargo and ransom some money for his life... Then he can somehow paddle back to a drydock for repairs...
THAT would also require HULL/structure repairs to require DRYdocks or DEDICATED repair ships (that use up resources in their cargohold while repairing) ... So no more hull repairers (or something like only up to 50% of the damage can be reapried with a normal hull repper)
This would result in pretty costs for the drydock when repairing the hull which again would encourage people not to just blow the ship up (which then pays the insurance) but to damage the ship really badly and let the enemy waste time and money repairing it...
In general...more hitpoints, much more...for longer, more interesting space fights and less killmails 
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Monica Foulkes
HOW Industries
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Posted - 2007.03.16 13:00:00 -
[236]
Please give us a Command Ship with drone bonuses, the Ishtar need a bigger brother. Oh and base it on the myrmidon hull.
Also a Navy Dominix would be nice.
And while you finally give us drone users some love, please give us highslot drone damage mods (with the same fitting requirements as guns).
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Powdder
CL0CKW0RK 0RANGE
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Posted - 2007.03.16 13:27:00 -
[237]
Originally by: Nero Scuro We don't need more ships, that just waters things down. We need more things to do with the ships we currently have.
agree....
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ceraative
Gallente RONA Corporation RONA Alliance
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Posted - 2007.03.16 21:21:00 -
[238]
Originally by: Nero Scuro We don't need more ships, that just waters things down. We need more things to do with the ships we currently have.
damn i was to slow but seriusly there is to many shipsfocus on something else (salvager drone instead of a salvage ship) _________________________________
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Armin Novastorm
Gallente I-Omniscient-I
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Posted - 2007.03.17 01:24:00 -
[239]
Originally by: Monica Foulkes Please give us a Command Ship with drone bonuses, the Ishtar need a bigger brother. Oh and base it on the myrmidon hull.
Also a Navy Dominix would be nice.
And while you finally give us drone users some love, please give us highslot drone damage mods (with the same fitting requirements as guns).
Yes please! Drone users need love!
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Noeken Logican
Gallente
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Posted - 2007.03.17 17:12:00 -
[240]
I've seen alot of people want patrol boats and the like, so here is my suggestion: Corvette Class Ship: Hull: Destroyer
Role:Designed for first strike/quick reaction attacks, the corvette has multipule warp drives linked to a central processor to give it unprecidented warp speeds (20AU a second?), and its weapons array still allows it to pack a punch to harras cruisers and battlecruisers and kill frigates. Less overall slots, but some better resists, 25% less base armor and shields. However, because of the advanced warp navigational systems, micro warp drives cannot be placed because of the severe effect they would have on the main warp drives. 5% increased damage per corvette class trained 2.5% faster sub warp speed and 5% warp speed increase per Corvette level trained.
Basically, this ship is a first strike, scouting ship, bringing up the lead and rear of a fleet. It shouldn't be as fast as an interceptor, its base speed should be around the high 300s. Makes the Inty more specilized.
Another, very interesting ship would be: Squad/Wing/Fleet/Gang/Whatever defense ship Hull: Unused t1 frigate, t1 cruiser with one use. Role: Designed to protect your buddies [and yourself] from attack, this ship utilizes the latest in missle tracking and weapon deflection. Using only the most recent technological break throughs, this ship identifies target attacks and destroys them before they get to their target.
Firstly, CCP would have to introduce the antimissle gun, the missle slots have defenders (even if they don't work), turrets need a defense too. This ship could be really interesting in that it can be made very individual to each race. For example, the Amarr can have lasers which focus in on missles and pop them or burn up the projectile. If encountered with another laser, their lasers emit some sort of reversed energy beam which cancels them out. The Minmatar can have fast firing autocannons which destroy the projectiles as well. The Caldari missle defense system fires defenders (assuming they will work), and missles that create a sort of AoE projectile defence. Finally, the Gallente has drones which link to create a shield against bullets and lasers and fire laser missle-countermeasures. These ships would be fairly useless attacking.
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Erdain
Umbra Congregatio Interstellar Alcohol Conglomerate
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Posted - 2007.03.17 20:53:00 -
[241]
A suppose I could add a few ideas of ships I would like to see in EvE:
Salvager: Something dedicated to salvaging built by either ORE or some minmatar faction.
Jovian Insurgence Vessel: This ship has only 2 or 3 guns, and the armor/shields of a Battlecruiser approximately. Why? Their main purpose is to work other Jovian Ships. When 4 of them are together they can activate a special ability (think mini doomsday device every few minutes (think 10k damage instead of 3k). Otherwise they have a stacking bonus that the more in a gang within a certain radius the better they are at shooting or something. This should top off at like 5, encouraging gangs, but small gangs so as you don't blob with them.
Sentry Gun: Stationary 'ship' that one can dock their ship onto to defend their space. These must be deployed in either a POS or near something one wishes to defend. When they are destroyed, the pilot's ship is released and they can get back into the fray. However, to stop people from docking onto the guns when they are low on shields, one can decide to target the gun, or shoot the attached ship.
Kamikaze: These ships are low-sec only pirate vessels. They reverse polarity of their engines (whatever that means) to initiate a self destruct that deals a good amount of damage, to kill a cruiser, and do significant damage to a BC. This is an area-of-effect damage, for anti-blobbing. This insta-pods the pilot. Because of the instability of these pirate vessels (Angels,Serpentis, Sansha sell them at their stations) CONCORD has programmed the gates in 0.4+ security to not accept their addmitance, for the safety of you & the others in the sector. An alternative to this is to also use kamikaze drones, that ram their target & explode. These are different from missles because you should have a very limited amount, and their size should be either 10m3 or 25m3. Carriers could use these to signifcantly increase their productivity in an actual gang, isntead of just assigning drones to another person.
Transport: An actual transport, capable of delivering things like Drones to other pilots. They could not pick up jet-cans from battles, but they can deliver specialty supplies that are needed, like Liquid Ozone, Stront, Fighters, etc. These ships are small enough to fit into warp gates if they wish, but also have the capability to escort Dreadnaughts, Titans, and Carriers/MS' through Cynos. They are a support ship for those supplies like Cap Boosters.
Recon Ships: please give bonuses to exploration skills for them, honestly it's in their name.
Logistic: We need new ones, that are also logistics ships. One that can shoot a probe into an enemy ship if their shields are down, to track their position would be good. One would then have the option to warp directly to them. Also, they would deal with E-war but suck at shooting, so they're only good in gangs. They're****ile ships, of course, because they are powerful if used correctly. They would also be good at hacking.
Those are my basic ideas I guess. I hope this helps, but somehow think it's a half hour of my life down to toilet writing this.
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Spoon Thumb
Khanid Aerospace Group Khanid Provincial Authority
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Posted - 2007.03.17 20:55:00 -
[242]
Edited by: Spoon Thumb on 17/03/2007 20:52:44
Khanid and Ammatar Faction Ships
Bloodline: Khaldari Research Services BPO Shop KPA Recruiting! |

Jack1972
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Posted - 2007.03.17 21:46:00 -
[243]
Edited by: Jack1972 on 17/03/2007 21:43:33
Originally by: Donkee Punch I'd love to see a dedicated "Hacker / Salvage" ship... few weapons but very good defense and ability to run if jumped.
However that being said.. I'd MUCH rather have CCP clean up the "Lagzilla Monster" and this constant memory leak issue.. New content is great and fun. but reduced lag and greater playability FTW first!!
CHeers!
Memory leak? Ummmm. My eve uses 350mb of ram all day long and hardly moves up from that, Maybe clear the **** downloader software thats infested your computer. That might help you. |

KIAGaRpY
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Posted - 2007.03.17 22:13:00 -
[244]
New ships plx.
In a couple of months I'll be able to fly every t2 ship for all races, only got Caldari cruiser lvl 5 and destroyers lvl 5 to go :-/
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Pliskkenn
Minmatar Veto. Veto Corp
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Posted - 2007.03.17 22:22:00 -
[245]
The use of the ship ideas already on the database. More variety ftw I say. Like the Phobos, the red, enyo like T2 Thorax. Its the most prominent one that comes to mind. Instead of having two shipyards make a ship for each class, why not have one from each ship yard for each class?
Minmatar for example, Thukker Mix make the fastest ships around, yet they dont have an interceptor, which confuses me. They made the Cheetah, but they never made a Recon, which I think should have been in the Rapiers position of "Covert Ops Cloak II* user.
I know there are balance issues that'd need to be addressed when making these ships but simply more variety would be ace to be honest.
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Red Crown
Kudzu Collective
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Posted - 2007.03.17 22:41:00 -
[246]
Diversify capitals. Capitals are up and coming and are very useful. They are currently stretched and moved beyond original design intentions.
Give em what they are doing.
Dreads - Whats the difference between a Dread and a real battleship? Both have 3 large gun emplacements (classically).
Oh, thats right. The firing rate. Battleships traditionally delivered 9-10 shells in a single salvo. At most, Dreads deliver 3, and 2 + 2 if you count the Naglfar.
Picture this. Siege mode is off, but your in a changing situation so you have one fitted. Its a fleet fight, but there aren't many capitals on the field, BS are your main targets. Right now, you'd be forced to turtle to one shot battleships.
But what if...you actually used those Dual 1000MM railguns?
If the damage mods on capital weapons were changed to be roughly twice as strong as a comparable large weapon, they would be about correct in relation if you think about it.
6 1000MM rail shells would do large damage to a BS. Not 1-2 shot but the BS wouldn't last long. Just like in real life. Rarely did a single salvo of 16-18 inch shells put down a cruiser or a battlecruiser in a single shot - but they wouldn't last long. What would be adjusted in game would be the charge rate on the guns, from 1 to 2 in the case of the rails.
Artillery would have to be balanced out of course. 8 3500MM shells would put down most anything at that damage potential. Maybe a reduction to 3 barrels and the ammo reduced in strength. This also works for autocannons, reduction to 4-5 barrels and ammo strength. Lasers would fire 2 beams.
But what of blasters and missiles and beams? For blasters and beams you can change the rate of fire up and increase the damage modifyer even more so it reflects increased strength.
Missiles, probably just beef some more explosives into that doom torpedo and increase rate of fire.
Seige mode would have to be balanced out to reflect changes, made so you did roughly the same damage while seigeing a pos or a capital as you do now, and changing tracking slightly so its still unattractive to turtle and snipe at people.
Titans should be changed. They should be able to go down 2 roads - either be a battle juggernaught, and actually make use of 6 capital weapons emplacements, or go totally logistics.
It could become a powerful tool in a fleet battle if, seeing that capital guns were changed, Titans recieved heavier (inate to the ship) damage bonuses. 10-12.5% or so, and also be able to support siege modules. They could hold 6 weapons mounts + a doomsday device + a siege module to make things realistic. This way, it'd be attractive to people to put them in harms way. And hell, it'd be cool.
The other option would be fully logistical. Think Cylon Basestar without the nukes. Jump bridges, clone vats, bigger hangers and the capability to fit say, maintence arrays into highslots and whatever else. All sorts of utility items. I'd like to be able to dock to a titan.
"EVE is the worst MMORPG. Except for all the other ones."
[KUDZU] = Coalition. |

001101000011001000110000
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Posted - 2007.03.18 11:28:00 -
[247]
I agree.. A capitol ship intended to fight non-capitols. A carrier brings this vision to fruition for drone guys, it would be cool to have a gun boat alternative.
Maybe allow several L guns to take the place of each capitol turret if desired. It would take some adjusting to ballance them in, but i think it would make a very fun ship.
0zi with a zero
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Redback911
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Posted - 2007.03.18 11:41:00 -
[248]
I dont see how this could ever be a good idea. They would just become the new Battleship, have one or die.
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.03.18 12:35:00 -
[249]
New, tier 2 Dreads (or tier 1 of a new capital type) with 8 turret slots, unable to use the traditional "siege module", but able to use a "sniper module" (boosts lock range, lock time, turret tracking and turret optimal range by, say, *7 == +600%), module having the same drawbacks as a siege module (unable to move, uses "fuel") and no tanking bonuses, and most important, NO EWar immunity. _ MySkills | Module/Rig stacknerfing explained |

Erim Solfara
Amarr Tarlos INC
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Posted - 2007.03.18 12:39:00 -
[250]
3, 4, and 5
all signed, in fact, have a gander at the link in my sig 
New ship class |
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MassonA
Caldari coracao ardente
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Posted - 2007.03.18 12:43:00 -
[251]
its probably already been mentioned, but i dont really wanna read through 9 pages
but the t2 bs could be the next stage up from the covert-recon classes perhaps a limited jump bridge array, 5 people or something
although a salvaging boat would probably be made by the thukkers or maybe a drone-type ship, which needs drone skills to fly ___________________________
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Jet Collins
Dynamic Endeavors
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Posted - 2007.03.19 16:07:00 -
[252]
People say we need a salvaging vesal now but what we really need is a recovery vesal.
I'm not sure is every race should have there own or have it just be built by Ore like barges.
Anyway a ship that have 8 high slots for trackbeams/salvages. No weapons slots no drone bay.
It will as have a 2000-3000 cargo hold. Bonuses to the ship will be Tracktor Beam and salvaging range. If each race get there own salvageer than would have an additional bonuse to speed or successs or cargo hold or whatever.
Dynamic Endeavors is now Recuiting.!!
Contact me in game for deatails about the corp. Mostly a PvE corp, with Jump clones avaiale in Empire and 0.0. |

Dr Shameless
Skull Soft
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Posted - 2007.03.19 16:28:00 -
[253]
Edited by: Dr Shameless on 19/03/2007 16:26:07 a gunship one step above a dreadnought > juggernaut - some heavy firepower, logistics and a pos like shield to encompass a fleet
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Asha'Lil
Minmatar The Black Fleet Rule of Three
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Posted - 2007.03.19 16:53:00 -
[254]
Give me a Command Ship Hurricane and id be happy.
Heck just change one of the command ships that are in the game now to the hurricane model Slipnir(sp?) maybe?
Id really like to see a nice auto cannon in your face hurricane Command ship __________________________________ Stay still! This wont hurt... Yarr! |

Scagga Laebetrovo
Delictum 23216
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Posted - 2007.03.26 18:33:00 -
[255]
first post said somewhere: "ammatar ship plz k?"
Is there any feedback regarding that?
Delictum 23216 Official forums |

Himani Yeshua
Caldari PezCo - Ice Services Brutally Clever Empire
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Posted - 2007.03.26 19:45:00 -
[256]
capital ship with a POS type bubble.
----------------------------------------------
Disclaimers are stupid.
Of Course your views represent those of your corporation. |

Wieland II
Gallente
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Posted - 2007.03.26 19:48:00 -
[257]
A smaller freighter that fills the gap between the indys and the large freighter.
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AdmiralNaismith
Gallente The Black Guards
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Posted - 2007.03.26 20:39:00 -
[258]
Originally by: Wieland II A smaller freighter that fills the gap between the indys and the large freighter.
\signed
And, because I just mentioned it in a now locked thread - a specialized carrier. One that looks like a cylon basestar, and has launcher points. And make them only availble to CONCORD. =D
Yeah, yeah, copyright issues, so would never happen, I know.
Anyway, a freighter somewhere between indy 5 and the monstrosities we call Obilisks would be excellent.
Originally by: CCP Sharkbait we are screwed.
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