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Ishmael Ronuken
Native Freshfood Minmatar Republic
3
|
Posted - 2016.04.06 07:41:15 -
[1] - Quote
So I'm kind of curious with the release of the new capital ship and the new interface for the citadels is there any chance CCP is working on creating something on par with a mobile mother base or mobile forward operating base?
Anybody who loves Command and Conquer knows what this is:
http://vignette3.wikia.nocookie.net/cnc/images/8/8e/CNCTW_MCV_Intel.png/revision/latest?cb=20100108184507
It's the Mobile Construction Vehicle, or effectively a somewhat bulky yet not too large of machine that deploys into a small forward operating base for which one can grow from. I'm curious if such a concept might be looked at? Personally, as a person who thinks in guerilla tactics and irregular warfare I would love the concept of setting up a small pit somewhere in a deadspace grid. A ship that would sit down, deploy into a sort of multi-purpose micro-starbase. Maybe also allow a small number of starbase structures to be powered by the Mobile FOB and have a bubble shield just like a control tower. You'd be able to pop a cyno on it, supply local fleets, provide a bit of a safe-haven, and then be up and out of a hot system when people start paying you too much attention. Hell, our current military employs the use and deployment of mobile command centers, why doesn't EVE have something similar?
http://www.kytrailer.com/res/uploads/products/types/hero/KTT_Govmt_02_1920-x-833.png.white.jpeg
(If you ask me, I think it would be something on par with a second T2 Industrial ship with a nifty little transformation animation as it turns into a home-away-from home!)
UI would effectively be like entering into a Citadel where you see an outlay of the mobile FOB before you're able to select to enter the small docking station within possibly able to squeeze up to cruiser sizes within it.
Now I know what you're all thinking "similar in nature to the force aux. This would effectively be the small-fleet or small-corp comparison. CCP has to give us smaller guys some love every now and then.
Also with the update to the Fighter UI is there anything in mind for having a starbase hangar that isn't a citadel addon? Such as a POS structure you place similar in nature to a turret but it carries fighters instead? Then those people who can take control of turret defenses have a nifty few fighters to push away attackers!
But yeah I'm curious what other people think, do you folk think we should also provide the smaller groups a leg-up with all these gigantic, megacorp bases and structures going around? |

Lyra Gerie
Garoun Investment Bank Gallente Federation
88
|
Posted - 2016.04.06 22:56:14 -
[2] - Quote
Both ideas have some merit, however with their current push for new structures this is an idea that might be on the back burner until more structures are out than just citadels.
The second idea is actually a better one because of my argument against the first. They're already making new structures and I assume the coding would be far easier than a ship that turns into a structure like your first idea. Plus these would be far more engaging defensive structures than turrets and require a higher skilled player to use them. |

Ishmael Ronuken
Native Freshfood Minmatar Republic
3
|
Posted - 2016.04.06 23:18:37 -
[3] - Quote
Lyra Gerie wrote:Both ideas have some merit, however with their current push for new structures this is an idea that might be on the back burner until more structures are out than just citadels.
The second idea is actually a better one because of my argument against the first. They're already making new structures and I assume the coding would be far easier than a ship that turns into a structure like your first idea. Plus these would be far more engaging defensive structures than turrets and require a higher skilled player to use them.
That upsets me somewhat. Like, I understand that certain things will probably be on backburner due to interface or maybe finding models or such but I feel like everything in plan is just "big, bigger, biggest" when such concepts just don't appeal to me.
When everything is grandiose it diminishes the scope and majesty of the concept, one becomes desensitized to it. I would rather have a thousand small corps with 20 members each tending to a "township" station than fifty corps with 400 members each tending to mega-fortresses. Guess that's just me then.
I actually thought of the hangar idea as I was reminded how the fighters are grouped in a similar nature to Sins of a Solar Empire which had hangar defense structures. |

Lyra Gerie
Garoun Investment Bank Gallente Federation
88
|
Posted - 2016.04.07 00:33:10 -
[4] - Quote
Saying what you have I feel you don't understand that a lot of these structures can be used similarly to the MCV. The deployable structures for one allow any ship with a decent cargo bay the ability to travel and set up a campsite so to speak. If more come in the vein of the proposed structures you would have more than enough to set up a small base of operations. Most medium structures (the small mostly being deployables) are similar to these townships you describe. But you have to realize, if a couple 20 person townships get together they're going to want to build a small city, and if a few small cities get together they're going to want to build a metropolis.
If it were to be a ship however, I would guess something like the rorqual or a T2 version of it. Something that sets up quickly with no outside help, gets a few hour reinforce timer when in structure mode, allows for storage and swapping of fittings while giving protection to X number of ships (perhaps a module so it can only be used on 1 ship per module and only ships the T2 rorqual has locked.
This means a small forward operating base with slight protection against attacks. Because it's technically a capital ship it's not cheap enough to be used in mass. It's slow speed makes it vulnerable but it opens up strategic attack of enemy bases so long as you knock out their cyno jammers. It would also help budding WH space goers tremendously as well.
As an additional weakness against it, it would need fuel to allow for it to be reinforced, without fuel it would just die like anything else. With fuel it can reinforce itself for up to 2 hours at the most. Ships locked an protected by this ship are able to move but not lock anything and can only warp when the effect is is canceled via the module. |

Ligraph
Metallurgy Incorporated
8
|
Posted - 2016.04.07 03:08:13 -
[5] - Quote
I like this. Especially if it fits through wormholes. And has a Clone Bay. And a smaller, t2 version with some sort of cloak or hiding thingy.
And also: the ability to dock ships in caps.
It also offsets jump fatigue a little, without allowing for instant force projection.
Fuzzy cloaking
Wormhole Stabilizer citadels
Cloaky Fleet Transport
|

Ishmael Ronuken
Native Freshfood Minmatar Republic
3
|
Posted - 2016.04.07 03:53:23 -
[6] - Quote
Ligraph wrote:I like this. Especially if it fits through wormholes. And has a Clone Bay. And a smaller, t2 version with some sort of cloak or hiding thingy.
And also: the ability to dock ships in caps.
It also offsets jump fatigue a little, without allowing for instant force projection.
This guy gets it. So many irregular tactics to employ. However, I think if you leave the ship the cloak should deactivate. IMO this is what outposts should have been. |

Ligraph
Metallurgy Incorporated
8
|
Posted - 2016.04.07 04:00:16 -
[7] - Quote
Ishmael Ronuken wrote:Ligraph wrote:I like this. Especially if it fits through wormholes. And has a Clone Bay. And a smaller, t2 version with some sort of cloak or hiding thingy.
And also: the ability to dock ships in caps.
It also offsets jump fatigue a little, without allowing for instant force projection. This guy gets it. So many irregular tactics to employ. However, I think if you leave the ship the cloak should deactivate. IMO this is what outposts should have been.
It would be nice to be able to go from ship to structure and visa versa, and be able to leave it in structure mode.
Fuzzy cloaking
Wormhole Stabilizer citadels
Cloaky Fleet Transport
|

Ishmael Ronuken
Native Freshfood Minmatar Republic
3
|
Posted - 2016.04.07 04:04:48 -
[8] - Quote
Lyra Gerie wrote:Saying what you have I feel you don't understand that a lot of these structures can be used similarly to the MCV. The deployable structures for one allow any ship with a decent cargo bay the ability to travel and set up a campsite so to speak. If more come in the vein of the proposed structures you would have more than enough to set up a small base of operations. Most medium structures (the small mostly being deployables) are similar to these townships you describe. But you have to realize, if a couple 20 person townships get together they're going to want to build a small city, and if a few small cities get together they're going to want to build a metropolis.
If it were to be a ship however, I would guess something like the rorqual or a T2 version of it. Something that sets up quickly with no outside help, gets a few hour reinforce timer when in structure mode, allows for storage and swapping of fittings while giving protection to X number of ships (perhaps a module so it can only be used on 1 ship per module and only ships the T2 rorqual has locked.
This means a small forward operating base with slight protection against attacks. Because it's technically a capital ship it's not cheap enough to be used in mass. It's slow speed makes it vulnerable but it opens up strategic attack of enemy bases so long as you knock out their cyno jammers. It would also help budding WH space goers tremendously as well.
As an additional weakness against it, it would need fuel to allow for it to be reinforced, without fuel it would just die like anything else. With fuel it can reinforce itself for up to 2 hours at the most. Ships locked an protected by this ship are able to move but not lock anything and can only warp when the effect is is canceled via the module.
Actually, I was thinking something similar but on a different line.
I was thinking this could be the first T3 Industrial ship based off an individual faction's industrial line that carries over bonuses respective to a race and uses their type of jump fuel but also has a stront bay. Pricing should be around ~300 to 400 mil as it can function as a line between DST's and Jump Freighters. What this could also do is give new players some experience figuring out how some of the jump functions work while being within a reasonable margin of pricing. Of course putting it as a T3 basically creates the curve of supply and demand as well keeping a supply overall low.
Also for all intents and purposes, if it enters into a fortified status it should follow the same rules as a POS tower. I'm relatively new, but I"m not sure you can scoop up a POS tower if it becomes reinforced.
What I would also love to see is to possibly have a small CPU and power source to run maybe one or two various structures. Need a mining outpost? Well launch a refinery. Need a bit of a breather? Send out a few EWAR/Gun structures. Need a hopping laboratory? Launch a lab. It should consume slightly less fuel than a tower as it's output would be seriously limited (to provide incentive to utilize POS's). It should consume fuel the moment you deploy it and maybe have a projected shield? Maybe yes maybe no depends on what folk think is fair. |

Ligraph
Metallurgy Incorporated
8
|
Posted - 2016.04.07 04:21:15 -
[9] - Quote
Ishmael Ronuken wrote:Lyra Gerie wrote:Saying what you have I feel you don't understand that a lot of these structures can be used similarly to the MCV. The deployable structures for one allow any ship with a decent cargo bay the ability to travel and set up a campsite so to speak. If more come in the vein of the proposed structures you would have more than enough to set up a small base of operations. Most medium structures (the small mostly being deployables) are similar to these townships you describe. But you have to realize, if a couple 20 person townships get together they're going to want to build a small city, and if a few small cities get together they're going to want to build a metropolis.
If it were to be a ship however, I would guess something like the rorqual or a T2 version of it. Something that sets up quickly with no outside help, gets a few hour reinforce timer when in structure mode, allows for storage and swapping of fittings while giving protection to X number of ships (perhaps a module so it can only be used on 1 ship per module and only ships the T2 rorqual has locked.
This means a small forward operating base with slight protection against attacks. Because it's technically a capital ship it's not cheap enough to be used in mass. It's slow speed makes it vulnerable but it opens up strategic attack of enemy bases so long as you knock out their cyno jammers. It would also help budding WH space goers tremendously as well.
As an additional weakness against it, it would need fuel to allow for it to be reinforced, without fuel it would just die like anything else. With fuel it can reinforce itself for up to 2 hours at the most. Ships locked an protected by this ship are able to move but not lock anything and can only warp when the effect is is canceled via the module. Actually, I was thinking something similar but on a different line. I was thinking this could be the first T3 Industrial ship based off an individual faction's industrial line that carries over bonuses respective to a race and uses their type of jump fuel but also has a stront bay. Pricing should be around ~300 to 400 mil as it can function as a line between DST's and Jump Freighters. What this could also do is give new players some experience figuring out how some of the jump functions work while being within a reasonable margin of pricing. Of course putting it as a T3 basically creates the curve of supply and demand as well keeping a supply overall low. Also for all intents and purposes, if it enters into a fortified status it should follow the same rules as a POS tower. I'm relatively new, but I"m not sure you can scoop up a POS tower if it becomes reinforced. What I would also love to see is to possibly have a small CPU and power source to run maybe one or two various structures. Need a mining outpost? Well launch a refinery. Need a bit of a breather? Send out a few EWAR/Gun structures. Need a hopping laboratory? Launch a lab. It should consume slightly less fuel than a tower as it's output would be seriously limited (to provide incentive to utilize POS's). It should consume fuel the moment you deploy it and maybe have a projected shield? Maybe yes maybe no depends on what folk think is fair.
I thnik that would be neat, too. Maybe do something similar to the Rorqal with its refinery.
BUT MAKE SHIPS ABLE TO BE DOCKED!!!!! In regular caps too!
Fuzzy cloaking
Wormhole Stabilizer citadels
Cloaky Fleet Transport
|

Ishmael Ronuken
Native Freshfood Minmatar Republic
3
|
Posted - 2016.04.07 04:31:19 -
[10] - Quote
Ligraph wrote:BUT MAKE SHIPS ABLE TO BE DOCKED!!!!! In regular caps too!
That's called a "Ship Maintenance Bay" in EVE linguo. All capital ships already have one.
|

Ligraph
Metallurgy Incorporated
9
|
Posted - 2016.04.08 00:01:58 -
[11] - Quote
Ishmael Ronuken wrote:Ligraph wrote:BUT MAKE SHIPS ABLE TO BE DOCKED!!!!! In regular caps too! That's called a "Ship Maintenance Bay" in EVE linguo. All capital ships already have one.
But I'm fairly sure that they only carry assembled ships, you can't dock ships (with players inside them).
Also, something else to use capital tractor beams on. I want aoe tractors!
Fuzzy cloaking
Wormhole Stabilizer citadels
Cloaky Fleet Transport
|
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