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Draekas Darkwater
Sanctum Infinitas
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Posted - 2007.05.02 17:38:00 -
[61]
Overall a great, well put together idea.
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Yamichi Wiggin
Caldari Rising Knights SMASH Alliance
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Posted - 2007.05.02 17:45:00 -
[62]
I only read the first page of responses so this may have already been covered... First- excellent concept. Needs some tweaking but mostly- I love it Second- I actually see a wider reach. I think we need some semi-capital ships. Something not quite a dread/carrier but more than a Battleship. Your picket ships would be a good cap fleet defender (a destroyer-class dread basically?) and I saw somebody mention a pocket carrier as well. So in addition to your picket ships (great art btw) I'd love to see semi-carriers with room for maybe 10 fighters in the hold and only able to field five of them. Would also like to see something between a freighter and an indy.
I think these are old ideas that I'm just rehashing but seriously. I'm caldari. I want something between my NPC-grinding raven and my POS-munching Phoenix. The Rokh is a beautiful ship but seriously. Give us some middle ground, CCP!
so basically... /signed. ------ Pain is weakness leaving the body.
There is no love in fear |
Sheriff Jones
Amarr Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.05.02 19:15:00 -
[63]
Just two lil things on the Amarr ship.
RoF bonus is a cap killer for an allready cap dependant ship and i'd really suggest putting more resistance to armor, less on shield(to keep it more Amarr).
That all, though many would disagree naturally.
Nice job.
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Nicoli Voldkif
Caelli-Merced INC. Gunboat Diplomacy
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Posted - 2007.05.03 16:48:00 -
[64]
Love the idea overall but I think somethings need to change.
First- I'd ditch this as the RoF bonus will require large cargoholds to maintain ammo for any legitement fight time. I'd go with a 25 or 50% bonus to large weapon damage and a 10% bonus to Large Weapon range per level. this should also cement the ship as Anti capital because the RoF bonus may be able to overcome the tracking penalty through sheer volume of fire. If you do keep the RoF bonus it needs to be changed to 15% because ship bonuses do not stack the way you think about. a 25% bonus per level at 5 is not 1.25*1.25*1.25*1.25*1.25. its (1+(.25*5)). Best ships to see this on are any Resist bonus ships.
Second-I'd drop the requirement for Capital ships to just Adv. Space Ship Command 3. My thinking is if I have already bought the capital skill I might as well wait for the true dread. and come back for the picket ship later. Not requiring the Capital Ship skill puts this ship where it needs to be as a middleground between a battleship and capital ship.
Third- Personnal Opinion only on this one. Allow it to fly through gates and empire. Not into missions and complexes. One of the bigger issues that will be facing newer alliaces will be the ability to compete with the alliances already out in 0.0 with thier capital fleets. The ability to construct and fly these ships in empire allows a non-0.0 fleet to create a force to handle these. Of course that does mean CONCORD picket ships....
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Nicoli Voldkif
Caelli-Merced INC. Gunboat Diplomacy
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Posted - 2007.05.18 16:23:00 -
[65]
To give this a bump along with another suggestion, perhaps Picket ships is not a good name for the class. Man'o'war class might be a better.
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EadTaes
Minmatar Native Freshfood
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Posted - 2007.05.18 17:09:00 -
[66]
Edited by: EadTaes on 18/05/2007 17:08:44 I like this idea in its concept as presented. But I think i would also like the following idea better as well.
1) Replace large weapons with X-large ones. 2) Take jump power away and allow them to used startgate 4) Cut HP by 50% to 75% 5) give them double the weapon monts ofve their dread conterparts. (for minmatar that should be 4 turrets and 4 lunchers but i woudl rather have then have 6 turrets like gallente and Amarr. 6) Give the PG, cap, cap recharge ECT ofve a BS, and to make them be able to used X-large turrets give them the 2 following role bonuses Minmatar: X% Reduction in powergrid to X-large projectile turrets Caldary: X% Reduction in powergrid to X-large lunchers (i thinkt heir called citadel lunchers?) Gallente: X% Reduction in powergrid to X-large hybrid guns. Y% Reduction in capacitor use ofve X-large hybrid guns. Ammar: X% Reduction in powergid to X-large Energy turrets Y% Reduction in capacitor use of ofve X-large energi turrets. 7) Give then fewer MID and LOW slots then BSs. somehting more like the ammount ofve Dreads.
The result you get a ship that cna fire on BSs and kill them but can't fire on anything much smaller. And wont be able to tank as hardcore as a BS but does have a good HP amount. Ship is faster the dreads slower then BSs. Will kill CAP betetr the BSs but liek i mention won't smir the BSs into the dirty.
To give these ships the upper hand again dreads a by you could give them a tracking bonus so that they can orbit their dread conterparts when killign them. Wich will mean you will have to defend dreads with BSs or otehr picket ships when they seige a POS.
Also picket ships shoudl be near the size ofve BSs. This will make their X-large weapons look oversized compared to the ship. wich will give them a very deadly and unique look.
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Sarf
Asgard Industries Safe And Fun Environment
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Posted - 2007.05.18 19:32:00 -
[67]
I like the original concept, but I would make 1 additional change.
Take away both the ability to jump by them selves, and there ability to use jump gates. Bump there weapons and power and cpu up to capital ship sizes, so X-large guns. also lower the skills so that some with Battle ship LV 4 would be able to pilot one. This would make them easy to pilot for defense and there for a alliance would have more for defense.
Make them local system defense.
Ie the only way to move one between system would be to jump them with a titan, or to use the new POS linked Stargate to move them.
This would make them defensive in nature and not usable for attacking another fleet. They would be the home fleet defense force.
It would also mean someone defending a region could set up a private network of pos jump gates for the picket ships to move between systems.
Would add a new angle to defense. - Sarf CEO, Director of Freighter construction. Miner of small balls of dirt. |
Nicoli Voldkif
Caelli-Merced INC. Gunboat Diplomacy
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Posted - 2007.05.19 02:21:00 -
[68]
Honestly don't think we need a ship that benefits in-place already situated alliances. we really need a way for corps and allliances to be able to build up forces in empire to push out and control areas of 0.0 space so that they can start to cut out thier own space. Making these ships only effective in long-term held alliance 0.0 space means that its just that much harder to cut out a section of the galaxy.
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adriaans
Amarr Interstellar StarShipWrights Hedonistic Imperative
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Posted - 2007.05.19 12:18:00 -
[69]
you are aware i hope that with no cap use bonus, the amarr ship with shoot its own cap dead?
if that gets changed: /signed --sig-- Knowledge is power! |
Zhaymus Hockhold
DEATH'S LEGION
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Posted - 2007.05.21 00:34:00 -
[70]
I think this idea is great as a way to move strike forces, if you made them more than just a tiny lightyear puddlejump.
I've never had the urge/desire to pilot a capital ship, this might just change that.
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Whoa Bundy
Gallente
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Posted - 2007.06.01 13:06:00 -
[71]
Cut it's HP half. You'll still have a ship that can kill a BS, like a BC can kill a Cruiser. Remove the tracking penalty, doesn't make sense to make a large turret have less tracking against it's preferred target. Otherwise everything else looks balanced from what I can see. ____________________
The joys of zero point zero! --= -------= |
DorXtar
Asa Dynasty
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Posted - 2007.06.04 17:48:00 -
[72]
Siege Battleship?
Assault Battleship?
Heavy Assault Battleship?
I think these are the only real options, and I like the idea of being able to fly something stronger than a BS but weaker than a dread while you wait for dread training to finish.
The gallente version of this ship should not be able to control more than 5 drones at a time, but you might give it a large dronebay anyway (as big as a domi at least). The ships of the other races would have dronebays not less than 125m3 to carry at least a full load of large drones.
The gallente should also have hybrid turret mounts to offset the lack of control over more than 5 drones. I don't think giving the gallente version fighters would be a good idea.
These ships would be perfect as escorts for Titans and dreadnaughts. Giving them full racks of the largest guns/missle bays would fit perfectly in their role as BS-poppers.
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Tazerz2
Gallente Information Science Security
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Posted - 2007.06.04 21:44:00 -
[73]
Firstly, I have to say: Great job on the concept - I really like the idea.
Just one really quick thought (and sorry if it's come up before): How about you make it primarily an anti-battleship platform; like the destroyer is to the frigate?
Really powerful guns, kinda papery on the defenses - more than capable of knocking down a battleship or two before needing to flee.
This would mean a big revamp of the design and HP of it, but maybe I've provided you with something little to think about for "other" purposes :)
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MotherMoon
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Posted - 2007.06.05 07:31:00 -
[74]
I believe even just the picture should be seen by CCP at least. great stuff.
I like the tracking pen, it makes it so it's perfect with frig support
but you might want to hit it with the ammar bat and give it 50% reducion in cap use if not something better like 75% :P
OMG 250% ROF? makes sence
don't give in to people saying put Captial guns! stay the crouse
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Talidorn
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.06.11 06:25:00 -
[75]
CCP must have bumped their head and not read/commented on this yet.
Tali
BTW - Love it!
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Tarquin Tarquinius
Gallente Escorts of Eve
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Posted - 2007.06.11 07:12:00 -
[76]
It would be great to have something between BS and Dreads. Preferably something that can use both gates and jump drives (might be a little nonsensical) and can go into highsec.
----- 0.0 System Renaming? |
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.06.11 16:25:00 -
[77]
Thank you all for your woderful replies.
I have been a bit MIA in this thread, honestly was a little depressed with the orriginal responces that the thread generated. But, the nice and generous replies have made me decide to rework the concept a bit more so that it will fall in-line more with some of your suggestions.
Long story short, I plan on revamping the design to bring the bonuses in-line with how they actually work. Keep any eye out here for more info!
/Siggy
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Kotorr Vepar
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Posted - 2007.06.11 19:20:00 -
[78]
Don't get discouraged. It's a nice idea. If anything, I'd increase the jump range a bit.
The concept art is impressive as well. The entire idea was well presented. I wish mine was that clean and organized. _____
For enhanced PVP, trade, new ships, and true regional warfare, check out the revised Into the void |
Avalon Ranger
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Posted - 2007.06.12 04:27:00 -
[79]
I'm very impressed, nice to see some people putting huge amounts of time into there concepts. You know what you are doing and, really CCP might want to hire you for concept and balancing!
I sign this and hope it gets picked, it might make other people work on there ideas too. Keep up the work! Can't wait to hear more.
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DaJokr
Carebear Collective
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Posted - 2007.06.13 19:32:00 -
[80]
/signed
Awesome work. I agree the bonus's need to be ironed out a bit, but the concept is sound. Now, I saw an amarr concept image...wheres caldari?! (And I guess gallente and minmatar...duct tape ftw :P)
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Nox Solaris
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Posted - 2007.06.13 21:08:00 -
[81]
Good ideas, but... WTF bother?
Cap ships, notably carriers, already completely skew combat in 0.0 if you don't have a pocket full of your own. With the ability to park a carrier 1 meter outside a POS shield and field its fighters, or drop one on a gate and unleash 5 Domi's worth of drones, they're nigh on untouchable without a small fleet of NOS BS. Gate camping or raiding with a cruiser group? Don't even think about slowing down to take on another defending/raiding fleet... they'll drop a carrier in so fast it's not funny.
Making them able to be fielded in lowsec, at the station undock (never to see 30km from said, except to be 1 meter outside a POS shield), while deploying damage across the entire system without being jammable or scrammable is simply... completely unbalancing.
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SigmaPi
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.06.25 16:16:00 -
[82]
Alright, I have finally updated and reworked the stats and details of these ships. I'd like to appoligize again for the incredibly slow nature i took while working on these things. I dont know how many of you know about the north, but we have been having pew pew out the butt lately, and i have been one busy panda.
I took the liberty of hyjacking the items database to make the following websites, i know they are crap and i coulda done better, but meh... sue me.
I introduced a new mod that only picket ships are able to use, entitled "Gravity Well Generator" and its skill book. Their stats and info can be found at these links:
Gravity Well Generator Gravity Well Generator Skill Book
And the two Picket Ships i currently have completed:
Aegis ( Caldari Picket Ship ) Sunder ( Gallente Picket Ship )
Please be constructive in your criticism. I'd also like to know if you think the ship is too easily skilled for.
/Siggy
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SigmaPi
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.06.25 16:30:00 -
[83]
Ignore the current skill requirements, Tenth and I just did some brainstorming, I will rework the skill requirements very soon (tm).
/Siggy
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Kidari Tenlos
Gallente Blood Moon Masques
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Posted - 2007.06.25 21:28:00 -
[84]
Edited by: Kidari Tenlos on 25/06/2007 21:27:49 How many Fedos will it take to keep one clean?
/signed on concept
P.S. - I love you Uncle Moppy.
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MrRx7
Amarr Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.06.28 00:38:00 -
[85]
TTT!!
This is a wonderful idea and should be considered by the dev's. Sigma has put a ton of work into these and I think they would add a nice new sub-cap/cap ships for people who dont want to spend up to a year training for normal caps.
And the Gravity Well Generator = best Idea EVAR!
Its like a dictor on steriods, I would suggest its range be around 50-75km sence in going to be unable to move it needs to be fairly large...but not grid wide or it would be unbalaenced.
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Morkhan
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.06.28 01:02:00 -
[86]
/me wants one!
Mork
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Strife Darkwrath
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Posted - 2007.06.28 02:11:00 -
[87]
Well you chaps clearly put a lot of worthy time and effort into this, I wasn't sure initially whether this would grab peoples attention even though the emphasis on combat effectiveness against smaller ships makes them desirable with the current emphasis against blob combat. I am certainly more in favour of another direction to counter that than just implementing AOE effect weapons like the new bombs.
By giving it a specific role as a giant warp disruption bubble generator I find the idea far more appealing especially with the growing trend of motherships appearing more in large scale combat and being very difficult to counter, I see these ships as ideal examples of a way to do that, essentially a very well tanked uber tackler of which several could hold their own long enough to keep a super capital in place without the need for the aforementioned ridiculous blob combat.
Allowing them to use normal jump gates I think is fair as it should be more maneuverable than a capital ship to fulfill its intended role.
I guess they would also need to be balanced in terms of pve as well since they would rip level 4's apart maybe theoretically sensible in level 5's but numbers would have to be run on that to see how they would hold up.
Personally I would rather train for one of these given the choice than for a dread or carrier. |
TenthReality
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.06.28 17:10:00 -
[88]
A capital classed dictor makes for an interesting situation where combatants will be forced to really commit to a battle. This should completely change capital warfare were having emergency exit cyno's hold less meaning. I like the concept of being able to completely trap your enemy at a location until either this ship is forced to withdrawl, or is blown from the sky.
I also like the fact this is a nice training step for dictor specialized pilots, but still not too huge of a step for a carrier/dread pilot to get into one with about two months of training.
CCP, introduce this ship please.
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DorXtar
Asa Dynasty
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Posted - 2007.06.28 21:28:00 -
[89]
If only CCP implemented a more rigorous physics framework (where you would be pulled out of warp by planetary bodies and interdiction spheres), this new gravity well-generating ship would take a whole other meaning.
Do you all think Triage-mode would be something to consider for this ship?
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Nicoli Voldkif
Caelli-Merced INC. Gunboat Diplomacy
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Posted - 2007.06.28 23:24:00 -
[90]
Edited by: Nicoli Voldkif on 28/06/2007 23:26:05 I like the changes, especially to the skills. Thought they were a bit to close to a dreadnought to make it worth while. The Mobile dictor bubble seems solid. Also to keep it from be a mission ***** just don't allow the ships through the gates.
I'm curious to sse your final ideas on the skill requirements. -----------------------------------------------
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