Pages: 1 2 3 4 5 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
SigmaPi
Pandoras Mining Covanant
|
Posted - 2007.03.19 17:31:00 -
[1]
Intro: By: SigmaPi & TenthReality
Capital Class ships are extremely formidable ships, in and of themselves. However, having said this, they suck for day-to-day game-play. Capital ships have a very narrow field of play where they are used. Capital class ships dominate the field of POS Warfare. This being said, it is relatively easy to bring down both Carrier class, and Dreadnaught class ships. Enter the Picket Class capital ships. This new class of capital ship can be thought of as a Pocket-Dreadnaught type ship class. CPU and Powergrid will be in the same ballpark as battleship classed ships (thus relegating these new Picket Class Ships to Large Guns and Large type armor / shield abilities), however, they will have near-capital class stats for shield / armor / hull. These ships should not be thought of as simple battleships, keep in mind the amazing ęper levelĘ bonuses these ships receive. These ships are very much a front line ship, meant to duke it out with the hostile fleet. |
SigmaPi
Pandoras Mining Covanant
|
Posted - 2007.03.19 17:31:00 -
[2]
"Brighton" Picket Class Ship: (Ships / Picket / Amarr / Brighton)
"The Amarr Navy found itself falling behind in the cold war race for dominance of the stars. In an effort to right itself, the Royal Navy thrust into production the culmination of years of research and development. Although unable to hold its own against a capital fleet, this class of ships is extremely capable against smaller ship types."
+50% to Armor Repairer Repair Amount -25% to Tracking Speed of all Turrets
+25% to Energy Turret Rate of Fire per level +10% to Energy Turret damage per level
Vital Stats:
Structure: 50000 / 50000 Capacity: 1,000 m3 Drone Capacity: 125 m3 Mass: 450,000,000 kg Volume: 6,000,000 m (1,000,000 Packaged) EM Dmg Resistance: 0% Explosive Dmg Resistance: 0% Kinetic Dmg Resistance: 0% Thermal Dmg Resistance: 0%
Armor: 55000 / 55000 Armor EM Dmg Resistance: 60% Armor Explosive Dmg Resistance: 20% Armor Kinetic Dmg Resistance: 25% Armor Thermal Dmg Resistance: 35%
Shield: 35000 / 35000 Shield Recharge Time: 10000 Sec. Shield EM Dmg Resistance: 0% Shield Explosive Dmg Resistance: 60% Shield Kinetic Dmg Resistance: 40% Shield Thermal Dmg Resistance: 20%
Capacity: 15000 / 15000 Recharge Time: 2500 Sec.
Targeting: Maximum Targeting Range: 92km Max Locked Targets: 6 Scan Resolution: 70 mm Radar Sensor Strength: 65 points Signature Radius: 850m
Propulsion: Max Velocity: 100 m/sec
Jump Drive System: Jump Drive Capacitor Need: 45% Maximum Jump Range: 2 ly Jump Drive Fuel Need: Helium Isotopes Jump Drive Consumption amount: 1000
Fitting: CPU: 0/560 Powergrid: 0/21000 Calibration: 0/500 Low Slots: 8 Med Slots: 2 High Slots: 6 Turret Slots: 5 Launcher Slots: 2
Base Price: 500,000,000.00 ISK
|
SigmaPi
Pandoras Mining Covanant
|
Posted - 2007.03.19 17:32:00 -
[3]
"Aegis" Picket Class Ship: (Ships / Picket / Caldari / Aegis)
"In an effort to keep pace with the Gallente Navy, the Caldari State commissioned this class of ships to beef up it's navy's defense potential. Although unable to hold its own against a capital fleet, this class of ships is extremely capable against smaller ship types.ö
+50% to Shield Booster Boost Amount +25% to Explosion Radius of all Missiles
+25% rate of fire for all missile classes per level +10% to damage of all missiles per level
Vital Stats:
Structure: 50000 / 50000 Capacity: 1,000 m3 Drone Capacity: 125 m3 Mass: 450,000,000 kg Volume: 6,000,000 m (1,000,000 Packaged) EM Dmg Resistance: 0% Explosive Dmg Resistance: 0% Kinetic Dmg Resistance: 0% Thermal Dmg Resistance: 0%
Armor: 35000 / 35000 Armor EM Dmg Resistance: 60% Armor Explosive Dmg Resistance: 20% Armor Kinetic Dmg Resistance: 25% Armor Thermal Dmg Resistance: 35%
Shield: 60000 / 60000 Shield Recharge Time: 10000 Sec. Shield EM Dmg Resistance: 0% Shield Explosive Dmg Resistance: 60% Shield Kinetic Dmg Resistance: 40% Shield Thermal Dmg Resistance: 20%
Capacity: 15000 / 15000 Recharge Time: 2500 Sec.
Targeting: Maximum Targeting Range: 92km Max Locked Targets: 6 Scan Resolution: 70 mm Gravimetric Sensor Strength: 65 points Signature Radius: 850m
Propulsion: Max Velocity: 100 m/sec
Jump Drive System: Jump Drive Capacitor Need: 45% Maximum Jump Range: 2 ly Jump Drive Fuel Need: Nitrogen Isotopes Jump Drive Consumption amount: 1000
Fitting: CPU: 0/560 Powergrid: 0/21000 Calibration: 0/500 Low Slots: 3 Med Slots: 7 High Slots: 6 Turret Slots: 0 Launcher Slots: 6
Base Price: 500,000,000.00 ISK
|
SigmaPi
Pandoras Mining Covanant
|
Posted - 2007.03.19 17:32:00 -
[4]
"Sunder" Picket Class Ship: (Ships / Picket / Gallente / Sunder)
"Noticing a need to better defend their capital fleets, the Gallente navy funded the development of the new Picket class capital ship. Although unable to hold its own against a capital fleet, this class of ships is extremely capable against smaller ship types."
+50% to Armor Repairer Repair Amount -25% to Tracking Speed of all Drones
+25% to drone hit points and drone damage per level +1 drone control ability per level
Vital Stats:
Structure: 50000 / 50000 Capacity: 1,000 m3 Drone Capacity: 1,250 m3 Mass: 450,000,000 kg Volume: 6,000,000 m (1,000,000 Packaged) EM Dmg Resistance: 0% Explosive Dmg Resistance: 0% Kinetic Dmg Resistance: 0% Thermal Dmg Resistance: 0%
Armor: 60000 / 60000 Armor EM Dmg Resistance: 60% Armor Explosive Dmg Resistance: 20% Armor Kinetic Dmg Resistance: 35% Armor Thermal Dmg Resistance: 35%
Shield: 30000 / 30000 Shield Recharge Time: 10000 Sec. Shield EM Dmg Resistance: 0% Shield Explosive Dmg Resistance: 60% Shield Kinetic Dmg Resistance: 40% Shield Thermal Dmg Resistance: 20%
Capacity: 15000 / 15000 Recharge Time: 2500 Sec.
Targeting: Maximum Targeting Range: 92km Max Locked Targets: 6 Scan Resolution: 70 mm Magnetometric Sensor Strength: 65 points Signature Radius: 850m
Propulsion: Max Velocity: 100 m/sec
Jump Drive System: Jump Drive Capacitor Need: 45% Maximum Jump Range: 2 ly Jump Drive Fuel Need: Oxygen Isotopes Jump Drive Consumption amount: 1000
Fitting: CPU: 0/560 Powergrid: 0/21000 Calibration: 0/500 Low Slots: 7 Med Slots: 5 High Slots: 4 Turret Slots: 0 Launcher Slots: 0
Base Price: 500,000,000.00 ISK
|
SigmaPi
Pandoras Mining Covanant
|
Posted - 2007.03.19 17:33:00 -
[5]
Edited by: SigmaPi on 19/03/2007 17:42:32 "Solas" Picket Class Ship: (Ships / Picket / Minmatar / Solas)
The Minmatar Navy realized how much it sucked, with no since of urgency, the Minmatar tribes forged a new legacy for themselves amongst the stars. With great duress, they finally came up with a plan: duct-tape the Tempest and Typhoon class battleships together. Once they improved the weapons systems and computers onboard, they found much to be happy about. Although unable to hold its own against a capital fleet, this class of ships is extremely capable against smaller ship types."
+50% to Shield Booster Boost Amount -25% to Tracking Speed of all Turrets
+25% to Projectile weapon Rate of Fire per level +10% to Projectile weapon Damage per level
Vital Stats:
Structure: 50000 / 50000 Capacity: 1,000 m3 Drone Capacity: 250 m3 Mass: 450,000,000 kg Volume: 6,000,000 m (1,000,000 Packaged) EM Dmg Resistance: 0% Explosive Dmg Resistance: 0% Kinetic Dmg Resistance: 0% Thermal Dmg Resistance: 0%
Armor: 45000 / 45000 Armor EM Dmg Resistance: 60% Armor Explosive Dmg Resistance: 20% Armor Kinetic Dmg Resistance: 25% Armor Thermal Dmg Resistance: 35%
Shield: 45000 / 45000 Shield Recharge Time: 10000 Sec. Shield EM Dmg Resistance: 0% Shield Explosive Dmg Resistance: 60% Shield Kinetic Dmg Resistance: 40% Shield Thermal Dmg Resistance: 20%
Capacity: 15000 / 15000 Recharge Time: 2500 Sec.
Targeting: Maximum Targeting Range: 92km Max Locked Targets: 6 Scan Resolution: 70 mm Ladar Sensor Strength: 65 points Signature Radius: 850m
Propulsion: Max Velocity: 100 m/sec
Jump Drive System: Jump Drive Capacitor Need: 45% Maximum Jump Range: 2 ly Jump Drive Fuel Need: Hydrogen Isotopes Jump Drive Consumption amount: 1000
Fitting: CPU: 0/560 Powergrid: 0/21000 Calibration: 0/500 Low Slots: 5 Med Slots: 5 High Slots: 6 Turret Slots: 5 Launcher Slots: 3
Base Price: 500,000,000.00 ISK
Skill Requirements for Above Ships:
Primary Skill Requirements: Capital Ships Level I Advanced Spaceship Command V Spaceship Command V
Secondary Skill Requirements: Racial Picket Level I Capital Ships Level I Advanced Spaceship Command V Spaceship Command V Racial Battleship Level IV Spaceship Command Level IV Racial Cruiser Level IV Spaceship Command Level III
Tertiary Skill Requirements: Jump Drive Operation Level I Navigation Level V Warp Drive Operation Level V Navigation Level I Science V
|
SigmaPi
Pandoras Mining Covanant
|
Posted - 2007.03.19 17:38:00 -
[6]
My numbers for these ships were actually pre-revelations and are somewhat out of date. The idea still is relevent however. I have been meaning to post this idea for the community to view for a while, but i am an expert procrastinator.
I have only one thing to ask: Please be constructive in your criticism.
|
Chruker
|
Posted - 2007.03.19 17:43:00 -
[7]
Edited by: Chruker on 19/03/2007 17:41:27
Originally by: SigmaPi "Solas" Picket Class Ship: (Ships / Picket / Minmatar / Duct-Tape)
I like that name :-)
I assume that these can't use the stargates either, because otherwise they are likely going to be the weapon of choice for battleship pilots due to their tanking ability. ----- CCP: Please make ship loot to drop in a can next to the wrecks. Edit: On the test server you can now salvage wrecks with loot. After a succesfull salvage the loot is left in a jetcan. |
SigmaPi
Pandoras Mining Covanant
|
Posted - 2007.03.19 17:46:00 -
[8]
In my last post you will find a suggested training regemen for the ship class.
Thank you for the complement.
I actully put a lot of time and effort into this concept.
/Siggy |
TenthReality
Pandoras Mining Covanant
|
Posted - 2007.03.19 17:49:00 -
[9]
Originally by: Chruker I assume that these can't use the stargates either,
Movement will work exactly like dread/carrier with the same restrictions.
|
Karsten
Caldari LoneWolf Mining
|
Posted - 2007.03.19 17:58:00 -
[10]
Edited by: Karsten on 19/03/2007 18:00:05 i like them :-) the only weak spot is the very short jump range of 2 ly. Even understanding that they are primary designed to defend home regions i consider 2 light years a bit to short. I think most constellations are larger. Give them a little bit longer legs :-)
Or supplement them with with a Escort Carrier family. Ability to carry 5-6 Fighters and same short jump legs as pickets. Karsten
"All your ISK belong to the Viking Brewery" |
|
SigmaPi
Pandoras Mining Covanant
|
Posted - 2007.03.19 19:26:00 -
[11]
Edited by: SigmaPi on 19/03/2007 19:27:06 http://www.cynetentertainment.com/amarr_picketruff.jpg
here is a link to a prototype concept art of the amarr picket ship, courtisy of Abdool.
/Siggy |
Super Sith
|
Posted - 2007.03.20 02:37:00 -
[12]
Edited by: Super Sith on 20/03/2007 02:36:56 good idea mate, now to get CCP's attention.
Edit: One thing though. With those bonuses if you have BS at 5, not a single fleet of BS's could take you down. (maybe 10 at the same time)
|
Detra Darkhand
|
Posted - 2007.03.20 02:40:00 -
[13]
I think this idea is SUPER SEXXAY! Its what I had in mind for Tech 2 BS's!
|
Sirius Problem
Darkness Inc.
|
Posted - 2007.03.20 03:16:00 -
[14]
Edited by: Sirius Problem on 20/03/2007 03:12:29 Wow! You put a lot of work into this. Very nice.
Maybe you should apply to CCP for one of the new jobs they're listing
|
Nerogk Shorn
Caldari Royal Hiigaran Navy
|
Posted - 2007.03.20 04:06:00 -
[15]
Although this is a still a capital ship, i disagree with the ship design. Too much emphasis is placed on the big ships in the game, making tech 1 cruisers and frigs and even battlecruisers obsolete. These ships are more fun to fly, and take more creativity to master than the bigger ships anyway. The bigger the ship the more it boils down to sitting in one place, locking, and firing weapons. These ships destroy all possible strategy in the actual warefare.
D-F-A-A-B-A-A-S |
TenthReality
Pandoras Mining Covanant
|
Posted - 2007.03.20 13:39:00 -
[16]
Originally by: Super Sith
Edit: One thing though. With those bonuses if you have BS at 5, not a single fleet of BS's could take you down. (maybe 10 at the same time)
Due to the PG/CPU limitation, this class of ship is unable to fit capital repairers. You are 100% limited to battleship classed gear. These guys are not tanking powerhouses, they lack the rep abilities to do that. Because of that, realistically a single well-equipped battleship could actually knock one of these out of the sky.
|
SigmaPi
Pandoras Mining Covanant
|
Posted - 2007.03.20 13:44:00 -
[17]
To be honest mate, i see where you are coming from, and i respect and appreciate your oppenion. However, do you agree with the fact that there is a large training hole between effectivly flying a battleship and effectively flying a dread or a carrier. You could train for 200 days between the two and still be waiting for the right set up.
All I want to do is stimulate thought in the direction of 'whats after the BS'.
In one of the other topics i viewed today i saw an idea for specialty battleships. The idea I saw was for a gravity well ship/mod.
I think that this community has a lot to offer and I just wanted to offer my two isk about what i feel should be next in the progression of ships.
Thanks for your time, /Siggy |
Drethon
Gallente Knights Hospitalier Privateer Alliance
|
Posted - 2007.03.20 14:31:00 -
[18]
This could also make a good "stepping stone" into the capital ship class, allowing someone to have a jump only ship that is stronger than a BS but not as expensive as a dread.
/Signed
|
Angelus Xenotov
|
Posted - 2007.03.20 14:34:00 -
[19]
Originally by: TenthReality
Originally by: Super Sith
Edit: One thing though. With those bonuses if you have BS at 5, not a single fleet of BS's could take you down. (maybe 10 at the same time)
Due to the PG/CPU limitation, this class of ship is unable to fit capital repairers. You are 100% limited to battleship classed gear. These guys are not tanking powerhouses, they lack the rep abilities to do that. Because of that, realistically a single well-equipped battleship could actually knock one of these out of the sky.
Realistically, if 1 well fitted BS could take it down, there is little point buying a Picket class in the first place. It would be much better if a well fitted Picket could tank two BS (Not counting Full fitted Nos ship), but starts having problems with 3+ then you'd find people would utilise them more.
|
NephI AsantE
|
Posted - 2007.03.20 20:57:00 -
[20]
Hey, nice idea.
I agree that a BS vs. Picket would need to favor the Picket.
A team of 2.5+ BS vs. a Picket would need to favor the BS team.
I would see these ships filling an important role in capital gangs. Imagine a single Carrier doing remote rep on it's picket guards. The pickets act as the "fence" protecting a carrier.
Now, to the guy worried about 1vs1 picket vs BS... did you actually LOOK at the total values for shield/armor/hull? If you would have you would see that a picket pilot would need to be just able to fly it and attacked by a seasoned BS pilot to lose it 1vs1.
Peace, and nice idea!
Nephi |
|
Vandamsel
Gallente Dead Eagle North Star Confederation
|
Posted - 2007.03.21 04:12:00 -
[21]
very nice idea siggy, the gallente one is like my dream ship
/signed
|
El Da
|
Posted - 2007.03.21 14:25:00 -
[22]
/signed
The Picket Class ship will be about 500mil ISK. Why don¦t we make them about 4/5 times stronger then a BS?
|
SigmaPi
Pandoras Mining Covanant
|
Posted - 2007.03.21 15:31:00 -
[23]
Originally by: El Da /signed
The Picket Class ship will be about 500mil ISK. Why don¦t we make them about 4/5 times stronger then a BS?
Thats more or less the idea mate. You summed up the entire idea very well with your few words. Thanks!!
/Siggy |
Spoon Thumb
Khanid Aerospace Group Khanid Provincial Authority
|
Posted - 2007.03.21 20:20:00 -
[24]
The description is a bit off on the image. The Royal navy is Khanid not Amarr
this thread just re-inforces my long held belief CCP need to hold a
Ship Design Contest
Khaldari Research Services BPO Shop KPA Recruiting! |
jaefron
Disciples Of The Night X-PACT
|
Posted - 2007.03.21 20:25:00 -
[25]
Edited by: jaefron on 21/03/2007 20:24:04 I like the idea sigma, just one small tweak to it. (This ship can't use acceleration gate) They need the same limitations and low-sec/0.0 limitations as carriers and dreads, or else I forsee people using these for the low-sec/0.0 missions, cosmos, and exploration
This Post only reflects my personal views, and not the policies or views of the alliance
edit. (you didn't nerf the minmatar enough. they have 5 midslots with a shield boost bonus? clearly they only need 3 midslots) one must think like CCP in order for them to consider your ideas
|
Kittamaru
Gallente TARDZ Gods of Night and Day
|
Posted - 2007.03.22 11:43:00 -
[26]
If they are designed to protect cap fleets from smaller ships... why do you give them a NEGATIVE effect on smaller targets?
Change that -25% to turret tracking +25% to missile explosion radius to:
100% bonus to turret tracking -50% to turret rate of fore
and a similar kind of stat for missiles.
|
Gragnor
Ordos Humanitas FREGE Alliance
|
Posted - 2007.03.22 12:36:00 -
[27]
Edited by: Gragnor on 22/03/2007 12:37:53 The role of these ships is unclear. What are they meant to do? The stats and what you say indicate that these ships are to mount large guns but have jump capability and great tanks.
These ships are not designed to kill battleships. They are designed to kill capital ships. I LOVE the thought that has gone into balancing that. However, I must comment that the Minnie bonuses do not match up. For exmaple, the Minmitar one has a ROF bonus but a tracking penalty. So I do lots of damage IF I hit. And yet again - I notice the Caldari ship is an I win ship. Where is the Caldari drawback? How can you give one ship all positive bonuses while the Minmitar ship gets a tracking penalty?
In addition, why does the Minmitar shield tank get whacked as the basic shield hit points match the armor hitpoints; not much of a tank there compatred to the other ships.
|
Catherina sforza
|
Posted - 2007.03.24 18:16:00 -
[28]
Bump for a great idea.
What about doubling their jump range beyond that of a carrier, allowing it to be used to defend a greater area?
|
Sheriff Badden
Amarr Legion Federation Amen Anera
|
Posted - 2007.03.25 18:48:00 -
[29]
nice idea, but I doubt we'll see them soon, if at all
|
Nova Fox
|
Posted - 2007.03.25 20:37:00 -
[30]
The ship design (picture) alone warrents attention, The idea you seem to be pushing is that this would be the ship that is a destroyer for frigates, or battlecruiser for cruiser class, make the skill nonracial and the battleship skill a class bonus/nerf only, it probably would just serve as an oversized battleship, so when it comes to travelling to star system to star system we gotta pick, jump gate or jump drive? or we could horridly nerf the jump drive so that they have a shorter range than oh lets say that new ORE capitol ship. It could also give advance spaceship command more attention it craves. *==================* Fight the bunnies! ...|\_/|.......(\_|) |\<^-^>=@(x-0) \|.uwu........(....) |
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.03.27 14:45:00 -
[31]
Thank you all for the input, it means a lot, considering how much work I put into this project.
In an attempt to answer some questions, I will just explain how I see this ship being fielded.
As one of the responces stated it, I wanted this ship to be to a battleship as a destroyer is to a frig, or a battlecruiser is to a cruiser. The main idea here is that this ship would be able to inflict a world of hurt on battleships and such, but would be near worthless against really small targets. I didnt want a ship that could just appear and *****anything it saw, this ship is intended to be supported.
Having said that, I dont want it to be able to just sit at a gate ganking battleships all day long. The basic stats on these ships lead it to being able to tank *reasonably* well, but compared to a real capital ship, it would be nothing. I think these ships would be a nice steping stone level of ships before carriers or dreads, and also would have more "normal" combat practicality.
I thank you all for your constructive suggestions, and I would appreciate more, I have been very interested in understanding what the community thinks of this idea.
Thanks again, /Siggy
|
Euxinus
DAB RAZOR Alliance
|
Posted - 2007.03.27 15:12:00 -
[32]
Great idea imo. and that drawing is nice.. looking forward to gallente ship :)
/signed
|
Valerian Xavier
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.03.27 16:16:00 -
[33]
am i right in thinking that the higher your racial BS skill, the worse tracking you'll have? with bs 5 will i be able to hit anything?
|
TenthReality
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.03.27 16:30:00 -
[34]
Originally by: Valerian Xavier am i right in thinking that the higher your racial BS skill, the worse tracking you'll have? with bs 5 will i be able to hit anything?
No your tracking and RoF will increase based on your racial skills. The idea is these guys are ammo slingers, lot of rounds coming out very quickly.
|
Doomed Predator
Order Of The Sentinel FREGE Alliance
|
Posted - 2007.03.27 17:34:00 -
[35]
We need a capital ship that can kill BSes quick.I mean there are destroyes for frigs(they suckBUT are intended to kill frigs),battlecruisers for cruiser and now we could have picker class ships for BSes. In short love the idea so
/signed
|
El'jonson
|
Posted - 2007.03.27 19:47:00 -
[36]
Yea v good idea and we do need a few capital ships (mini dreds/carriers) that can be used more as day 2 day ships. Having said that for 500 mil what I could use is say a ship with say tripple the hitpoints etc of a tier 3 bs, that can mount 1 capital class wep and jump just as far as a a carrier if not a bit furthur.
Essentially a fast or light dred that can be deployed faster and furthur than a normal one, with carriers maybe this isn't as needed because carriers arn't as expensive and are easier to deploy but perhaps they could monut no fighters just act as surport craft and have the jump portel ability.
|
Karash Amerius
Amarr O.E.C Legionnaire Services Ltd.
|
Posted - 2007.03.27 20:15:00 -
[37]
The idea of a mini-Dread has been kicked around before. A capital "ship of the line" that wasn't specialized in attacking POS installations. Good work on your concept, lets hope it gets the Dev's attention.
Btw, I like the concept artwork, very eve like. Merc Blog |
bigfatbird
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.03.27 20:42:00 -
[38]
<--- Loves your Idea!!
|
Arkios Odymei
Incarnation of Evil
|
Posted - 2007.03.27 22:07:00 -
[39]
Originally by: SigmaPi "Solas" Picket Class Ship: (Ships / Picket / Minmatar / Solas)
The Minmatar Navy realized how much it sucked, with no since of urgency, the Minmatar tribes forged a new legacy for themselves amongst the stars. With great duress, they finally came up with a plan: duct-tape the Tempest and Typhoon class battleships together. Once they improved the weapons systems and computers onboard, they found much to be happy about.
Hahaha, thats awesome!
Oh, and /Signed
Just one question. Caldari gets a big missile boat, Amar gets a big laser (both pulse and beam) boat, Minmatar gets a big projectile (both a/c and arty) boat, and Gallente gets a big drone boat (with no turrets).
Where is the hybrid turret boat for us hybrid specced guys? Other than that, Its an awesome idea that I hope gets looked into.
Originally by: Marcathonas Moros + huginn + bubble = super happy carnage time.
|
xHomicide
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.03.27 22:32:00 -
[40]
Overall like the ideas.
The jump range seems a little short.
Bonus for rof should be 10% per level.
Targetting range should be closer to 150km to help prevent damp rape. --- Razor CEI
|
|
MasterDecoy
Gallente Raddick Explorations NxT LeveL
|
Posted - 2007.03.27 23:34:00 -
[41]
i like the gist of the idea.
it fills a nice gap that is missing. between battleships and carriers/dreads.
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.03.28 03:31:00 -
[42]
Originally by: TenthReality
Originally by: Valerian Xavier am i right in thinking that the higher your racial BS skill, the worse tracking you'll have? with bs 5 will i be able to hit anything?
No your tracking and RoF will increase based on your racial skills. The idea is these guys are ammo slingers, lot of rounds coming out very quickly.
I would like to take this time to correct this statement, there is some misleading information in both the way Tenth phrased this and in the way the artwork is made. Please read on for the clarification:
For each race of ship, there will be a race specific skill, for example, Gallente Picket Ship, for that skill you will recieve the "per level bonus" (PSB, see first page for those bonuses). As with some ships, you have a "one time bonus," (OTB) in the case of the picket ship, you get a bonus and a nerf. The armor/shield rep ability is the bonus, and the tracking/explosion radius ability is the nerf.
The PSB's will act like any skill related bonus for any ship, as with some specialty ships, the OTB will be applied to the ship/mods on the ship one time as a nerf/bonus.
Say I am using a tech II large armor reper on the amarr picket, because of the OTB of +50% to rep amount, the repper will show an amount of 1200 HP per cycle repaired.
In contrast, say the pilot fits some large tacheon beam lasers to his picket ship, The beam lasers will recieve the PLB's of +25% to RoF and +10% to damage mod (per level) as well as the OTB nerf of -25% to their tracking modifier.
These bonuses (in my mind) keep these ships from hitting anything much smaller than a battleship, but still makes them a threat to battleships and above. I could see these ships being a threat to current capital ships mainly because of their ability to spit the lead down-range.
I still appreciate all of your kind words and efforts to understand the direction I am going with these ship concepts.
Please keep the constructive criticism coming!!
/Siggy
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.03.28 03:37:00 -
[43]
Originally by: Arkios Odymei
*snip* -Siggy
Where is the hybrid turret boat for us hybrid specced guys? Other than that, Its an awesome idea that I hope gets looked into.
Well, unfortunately for you, I am a gallente drone *****, and I have always wanted a ship like this. I wish there was a better way i could justify my actions, but thats about the full reasoning in my head as to relegate the gallente picket to a drone ship.
It also gives some better variety in ships than just what guns you fit, know what i mean? It's a totally different concept than, for instance, the amarr ship.
Well, hope I cleared that up.
/Siggy
|
Ron Simon
Shiva Morsus Mihi
|
Posted - 2007.03.28 17:45:00 -
[44]
/signed
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.03.28 22:21:00 -
[45]
Originally by: Karsten Edited by: Karsten on 19/03/2007 18:00:05 i like them :-) the only weak spot is the very short jump range of 2 ly. Even understanding that they are primary designed to defend home regions i consider 2 light years a bit to short. I think most constellations are larger. Give them a little bit longer legs :-)
Or supplement them with with a Escort Carrier family. Ability to carry 5-6 Fighters and same short jump legs as pickets.
Thank you Karsten for your responce.
In responce to the jump legs of these ships, I find myself agreeing more and more with you. I think what I want to do is execute the following mods to this idea:
- Change the jump range of these ships to 4 ly.
- Add a per level bonus along the lines of +25% per level to jump range.
- Lower the fuel requirements for these ships so that they require less fuel to jump.
- Change the cargo bay capacity of all of these ships to a smaller ammount (ensuring that these ships are not used as cargoships).
I think the above changes would change these ships a lot. The ships would have ranges of a carrier before factoring in skills like Jump Drive Operaton and Jump Drive Calibration. These ships would then have the ability to act as a forward capital contingent, able to be on the front lines of the fleet quickly and relatively cheeply.
Tell me what you think of the suggestions above!
Thanks, /Siggy
|
Farnett
ironwood ink The Sundering
|
Posted - 2007.03.28 22:31:00 -
[46]
:-0..........
/signed
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.03.30 18:47:00 -
[47]
Thanks Farnett for the reply.
I've been going over what you proposed in my head and I find myself agreeing with your logic, even though it would go against my personal wishes.
However, I ave to say that I dont like the split in concentration and bonus. If it is going to be a hybrid platform, then so be it, all the bonuses should go towards that.
I will spend a few days trying to come up with a revised suggestion for the gallente picket ship.
Thanks again for your time and responce. /Siggy
|
Ben Devin
Fallen Angels Inc INVICTUS.
|
Posted - 2007.03.30 22:51:00 -
[48]
Edited by: Ben Devin on 30/03/2007 22:54:22 Fantastic idea!
I'm several months away from Capital ships, and this looks like a brilliant ship for fleet combat. It has the ability to do solid damage to smaller ships (Battleships in particular) and take a substantial amount of damage. These ships would be the key to redefining combat completely; giving new strategic abilities to smaller corporations and alliances, which is something EVE is longing for.
/signed
|
Elain Reverse
Caldari Shokei
|
Posted - 2007.03.31 04:07:00 -
[49]
just make their dronebay little bigger aroung 200m (5x heavy,5x medium, 5x small drone), 125 is too low as they will be other way quite vulnerable even to small frig sized gang.
|
William Hamilton
|
Posted - 2007.03.31 11:01:00 -
[50]
Drone-Picket ships are a tad redundant with carriers about no?
Make the gallante one a hybrid-boat...
|
|
Nova Fox
|
Posted - 2007.03.31 11:32:00 -
[51]
Edited by: Nova Fox on 31/03/2007 11:34:15 Well its supposed to be an oversized battleship you really cannot have the guns do even half the damage of a cap turrent on a dread in seige. I also have to agree with the names being alittle off with the sceme. Gallente look up the mythology (aegis sounds nice but most of hte gallente ships are named after norse mythos), Minmatar anything voilent, Amarr a something of religion (testament is the only thing that comes to mind not used yet), and Caldari well a ship this size deserves a mythical beast name, (behemoth)?
Now that i think of it it should probably have a normal drive like other battleshiips have and shouldnt be that much bigger than a battleship something between the battleship size and the carrier size (excluding the bugged chimer of course)and a jump drive thats probably a module for short range (from what i understand capitols have those built in) other than that most of the stats seem agreeable to bad there is no offline version where it can be tested. closest place i can think of is here... http://hw2evemod.proboards82.com/ they use most of the current game stats for the ships but it will be a while before we see the game out.
The ship role is unique and well needed imo as well, where as flagships are still in limbo because there seems to be no role for them not already taken up by some other ship (fleet command ship), cat wait for the others pictures. And seriously minmatar starship enginineering and design is an art of waving a magnetic pole though scrap field, duct taping everything that sticks to the pole and reinforce with tech 2 duct tape, newere minmatar ships seem to be built with the tech 2 cardboard and less reliant on scraps now so i doubt the sotry of slapping two battleships together is going to fly, lol.
|
flaming phantom
Minmatar Tyrell Corp INTERDICTION
|
Posted - 2007.03.31 19:59:00 -
[52]
Edited by: flaming phantom on 31/03/2007 19:58:40 i agree wholly on this. im not good at bs even yet, but someday i would like to goto carriers and dreads and it would be nice to have a class "in between" them, so your not just training for a half year or so before yu can actually jump from bs to osmehting. this way it will only 2 or 3 months before u can upgrade fom those bs.
but man, whats up with the minmitar description?
EDIT: i also think maybe it would be cool if it was kinda a mis between a pocket dread AND carrier, so theres a fair amount of drone space to hold say 10 or so fighters, and hold only a few cruisers or so in it with a small corp bay and all that, but with still the slight tanking abilities of the dread. that way you could see what you liked to do more, but it still wouldnt be nearly as good as the real thing
|
Urzza
|
Posted - 2007.03.31 20:04:00 -
[53]
So, would it be fair to compare these to destroyers, but for killing cruisers and battle cruisers?
|
Siakel
|
Posted - 2007.03.31 20:20:00 -
[54]
While the idea seems interesting... what's with the shipbonus?
Does the ship do less damage the higher you level the skill? As its RoF would go up by 25%, but damage by only 10%, meaning it loses quite a bit of DPS per level?
Or if you meant -25% RoF, this means that at level 5 you'd have -125% RoF, so when you lock a ship you just push 'F1' and the ship dies, your cap becomes empty, and the Node crashes all at the same time?
Maybe it's just written badly, but it needs correcting or more explanation, IMO.
|
TenthReality
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.04.01 05:33:00 -
[55]
Originally by: Urzza So, would it be fair to compare these to destroyers, but for killing cruisers and battle cruisers?
More like the anti-battleship platform. It is to BS as a destroyer is to frigates.
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.04.01 05:41:00 -
[56]
Originally by: Siakel While the idea seems interesting... what's with the shipbonus?
Does the ship do less damage the higher you level the skill? As its RoF would go up by 25%, but damage by only 10%, meaning it loses quite a bit of DPS per level?
Or if you meant -25% RoF, this means that at level 5 you'd have -125% RoF, so when you lock a ship you just push 'F1' and the ship dies, your cap becomes empty, and the Node crashes all at the same time?
Maybe it's just written badly, but it needs correcting or more explanation, IMO.
Thank you for the post.
As for your concens with the shop bonuses, I can understand your confusion. It may just be misunderstandings, but to me the bonuses are right, the ships are given a bonus or 25% to their rate of fire.
See post 42 in this thread for more clarification.
Also, your concern with the -125% rate of fire is also understandable. That however, is not how bonuses are figured in Eve, the numbers are evaluated each time.
For example, say my rate of fire is 100 seconds, each level of the skill i have is increasing my rate of fire by 25%.
At level one I would have a 75s rate of fire [100 - (100*.25)]
At level two I would have a 56.25s rate of fire [75 - (75*.25)]
et cetera.
Hope that has cleared it all up.
/Siggy
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.04.01 06:13:00 -
[57]
Well, seems I have been under a misunderstanding with how bonuses work in game. Please ignore my latest post, I will reply soon with updated numbers and such.
Thanks, /Siggy
|
bruja muerte
|
Posted - 2007.04.01 06:33:00 -
[58]
yummy!!! i love it! it does seem like the perfect stepping stone to get you into a capital while you train for the capital mods. and as it is a capital fleet needs more diversity. abdool you rock man! sigma for president!
|
Euxinusie
|
Posted - 2007.05.02 12:00:00 -
[59]
Still looking forward to your Gallente Picket Design
|
Dexter Grim
Caldari Shogo Mobile Armor Division
|
Posted - 2007.05.02 13:04:00 -
[60]
Edited by: Dexter Grim on 02/05/2007 13:05:53
Originally by: SigmaPi "Aegis" Picket Class Ship: (Ships / Picket / Caldari / Aegis)
"In an effort to keep pace with the Gallente Navy, the Caldari State commissioned this class of ships to beef up it's navy's defense potential. Although unable to hold its own against a capital fleet, this class of ships is extremely capable against smaller ship types.ö
+50% to Shield Booster Boost Amount +25% to Explosion Radius of all Missiles
+25% rate of fire for all missile classes per level +10% to damage of all missiles per level
I know you stated above about the rate of fire should be -25% to increase the speed of firing, but the +25% to Explosion Radius of all Missiles IMO will only serve to do less damage. Damage taken by a ship is based upon Explosion Radius, Sig Radius, Speed, et-al. Damage done will be reduced by the amount of the explosion that is outside the sig radius.
Perhaps change this skill to +10% shield resitance/lvl
Other than that, great idea, where can I buy one.
Dex.
Space Corps Directive #349 Any officer found to have been slaughtered and replaced by a shape-changing chameleonic life form shall forfeit all pension rights. |
|
Draekas Darkwater
Sanctum Infinitas
|
Posted - 2007.05.02 17:38:00 -
[61]
Overall a great, well put together idea.
|
Yamichi Wiggin
Caldari Rising Knights SMASH Alliance
|
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
|
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.
|
Nicoli Voldkif
Caelli-Merced INC. Gunboat Diplomacy
|
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....
|
Nicoli Voldkif
Caelli-Merced INC. Gunboat Diplomacy
|
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.
|
EadTaes
Minmatar Native Freshfood
|
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.
|
Sarf
Asgard Industries Safe And Fun Environment
|
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
|
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.
|
adriaans
Amarr Interstellar StarShipWrights Hedonistic Imperative
|
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
|
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.
|
|
Whoa Bundy
Gallente
|
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
|
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.
|
Tazerz2
Gallente Information Science Security
|
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 :)
|
MotherMoon
|
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
|
Talidorn
Cutting Edge Incorporated RAZOR Alliance
|
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!
|
Tarquin Tarquinius
Gallente Escorts of Eve
|
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
|
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
|
Kotorr Vepar
|
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
|
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.
|
DaJokr
Carebear Collective
|
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)
|
|
Nox Solaris
|
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.
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
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
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
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
|
Kidari Tenlos
Gallente Blood Moon Masques
|
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.
|
MrRx7
Amarr Cutting Edge Incorporated RAZOR Alliance
|
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.
|
Morkhan
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.06.28 01:02:00 -
[86]
/me wants one!
Mork
|
Strife Darkwrath
|
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
|
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.
|
DorXtar
Asa Dynasty
|
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?
|
Nicoli Voldkif
Caelli-Merced INC. Gunboat Diplomacy
|
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. -----------------------------------------------
|
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.06.29 19:11:00 -
[91]
Skill requirements for Gravity well Generator and its skillbook have been updated.
/Siggy
|
Acacia Everto
State War Academy
|
Posted - 2007.06.29 23:15:00 -
[92]
Excellent idea! I know I'd certainly train towards these, and it fits my liking for large ships, but not massive ships, so a step between BSes and Dread/Carriers would be ideal.
|
Santa Anna
Caldari Blackguard Brigade Phalanx Alliance
|
Posted - 2007.06.29 23:40:00 -
[93]
I like this idea a lot.
A question about the gravity well generator -- it says it blocks warp/jump drive within range but I didn't see this range anywhere. Is this within targeting range of the ship or on the same grid? (same grid would be de facto 250km range?) _____ Heat Warfare |
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.06.29 23:55:00 -
[94]
hmm, good observation, I had thought i put the range in there... what i had intended to put on the info was a 55km range. The thing i didnt know was if it should interupt warps (like a targeted warp scrambler) or if it should not (like a bubble or dictor sphere).
Let me know what you think.
/Siggy
|
Santa Anna
Caldari Blackguard Brigade Phalanx Alliance
|
Posted - 2007.06.30 00:59:00 -
[95]
55km would be incredibly close-range for using this to catch hostile cap fleets, given the scope of things like pos sieges. I don't have experience in that environment, but you'd need a lot of these guys to lock down the cap fleets I've seen in the pos siege videos in the vid forum.
I think it should interrupt initiated warps. If you jump one of these things into a fight, it'll lag as it loads grid and likely give everyone a warning and a chance to initiate warp. If it doesn't interrupt warps it won't catch non-siege/triage capitals or any BS paying attention.
You'd probably still be able to warp out half the time in a cruiser or frig with the prevalent lag atm, and maybe a BS if aligned. Granted, you shouldn't be running at the first sign of trouble, but part of a jumpdrive-equipped superdictor's purpose would be stopping folks from running. _____ Heat Warfare |
Sebesto
Minmatar Destination Unknown
|
Posted - 2007.06.30 02:09:00 -
[96]
Also, shouldn't a gravity well disrupt along with prevent cyno's from being opened in its radius?
I really like the concept of a ship like this, adds a whole new twist to using covert ops to sneak to a sniping fleet. Whereas before ya could send in interdictors to a cloaked covert ops and the sniping fleet could get away rather easily with MWD. But, with picket ships, they would be stuck fighting.
|
Crimson11
Legacy State
|
Posted - 2007.07.06 15:06:00 -
[97]
I really like this idea. I think you should include escort carriers into this as well. Similar size and strengths, deploying maybe 5 fighters at a time and can hold a total of 7. Except have the rep abilities of escort carriers nerfed. Also how many of these "Picket Ships" do you expect to be able to take a dread or a carrier? Id like to see it kinda similar to the previous classes. 2-3 BC can take a BS. 2-3 BS can take a Picket Ship. And then 2-3 Pickets can take a lone carrier or dread. Is this essentially what your trying to do as well as having a BS killer? Even if not the idea over all is sound, just finding that balance through a little tweaking. I hope CCP looks at this and considers it. A post from a dev would be good here soon, at least them letting us know they have read the thread.
/signed
|
Starbuck
Caldari Goldadler Enterprises Slammer's Republic
|
Posted - 2007.07.06 15:31:00 -
[98]
When I think of a picket ship I think of ships specifically designed to deal with smaller threats. Thus allowing the larger ships time to fucus on, likewise, large threats. Destroyers fill this role to a degree. Maybe a tech 2 version of a Destroyer to fill this role better. I'd rather see defender missiles improved somewhat so it targets missiles fired at your fleet maybe even target drones that are attacking your fleet. I'd also like to see Drones improved so that they can interecept missiles and drones when placed on picket duty. --------------------------------------------------- Have Rail's. Will travel.
|
Iboku Kaeane
|
Posted - 2007.07.06 17:27:00 -
[99]
Originally by: SigmaPi
Originally by: Siakel While the idea seems interesting... what's with the shipbonus?
Does the ship do less damage the higher you level the skill? As its RoF would go up by 25%, but damage by only 10%, meaning it loses quite a bit of DPS per level?
Or if you meant -25% RoF, this means that at level 5 you'd have -125% RoF, so when you lock a ship you just push 'F1' and the ship dies, your cap becomes empty, and the Node crashes all at the same time?
Maybe it's just written badly, but it needs correcting or more explanation, IMO.
Thank you for the post.
As for your concens with the shop bonuses, I can understand your confusion. It may just be misunderstandings, but to me the bonuses are right, the ships are given a bonus or 25% to their rate of fire.
See post 42 in this thread for more clarification.
Also, your concern with the -125% rate of fire is also understandable. That however, is not how bonuses are figured in Eve, the numbers are evaluated each time.
For example, say my rate of fire is 100 seconds, each level of the skill i have is increasing my rate of fire by 25%.
At level one I would have a 75s rate of fire [100 - (100*.25)]
At level two I would have a 56.25s rate of fire [75 - (75*.25)]
et cetera.
Hope that has cleared it all up.
/Siggy
Hate to correct ya on this one bro, but you're wrong...
Two items giving +10% to an ability would indeed stack as 0.9^2
However, skill based bonusses are coutned as a one time thing (like Large energy turret 5 is counted as a 25% damage bonus, not a 1.05^5% damage bonus)
This is checked the easiest with one fo the cornerstone ships (abaddon, rokh, hyperion and ???) where the rokh is probably the easiest (skill 5 rokh has 25% EM shield resistance) skill 5 abaddon ahs 70% em (instead of 60, which si the natural armor resistance without skill) this again as a 25% increase in effeciency compared to the current state
so indeed a 25% RoF bonus / level WOULD become a 125% RoF bonus with skill 5
10% RoF / level is more appropriate. (letting you end at 50% of orignal RoF is still a pretty good bonus) 10% damage / level These two things put together add up to a Damage per second multiplication of 3 (which will actually hit harder per gun/per sec, than non siege dreads) however the fact they run less turrets/laucnehrs than their normal BS coutnerparts evens this out to probably be more like a double damage effect.
I like it
/signed
|
Zyck
Gallente ZiTek
|
Posted - 2007.07.06 22:12:00 -
[100]
Awesome idea. Sounds great to me. -Zyck
|
|
Spei Prodetor
|
Posted - 2007.07.06 22:14:00 -
[101]
Great idea the RoF bonus's should only be 10% though =)
|
Talidorn
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.07.07 07:33:00 -
[102]
bumpity bump and a dev might consider such a GREAT idea. |
Sylvia Sharpeye
|
Posted - 2007.07.08 20:22:00 -
[103]
Good idea. I'm nowhere near flying even a BC but i still think this is a good idea
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.07.12 20:19:00 -
[104]
Originally by: Iboku Kaeane
Originally by: SigmaPi Stuff I said
Hate to correct ya on this one bro, but you're wrong...
Two items giving +10% to an ability would indeed stack as 0.9^2
However, skill based bonusses are coutned as a one time thing (like Large energy turret 5 is counted as a 25% damage bonus, not a 1.05^5% damage bonus)
This is checked the easiest with one fo the cornerstone ships (abaddon, rokh, hyperion and ???) where the rokh is probably the easiest (skill 5 rokh has 25% EM shield resistance) skill 5 abaddon ahs 70% em (instead of 60, which si the natural armor resistance without skill) this again as a 25% increase in effeciency compared to the current state
so indeed a 25% RoF bonus / level WOULD become a 125% RoF bonus with skill 5
10% RoF / level is more appropriate. (letting you end at 50% of orignal RoF is still a pretty good bonus) 10% damage / level These two things put together add up to a Damage per second multiplication of 3 (which will actually hit harder per gun/per sec, than non siege dreads) however the fact they run less turrets/laucnehrs than their normal BS coutnerparts evens this out to probably be more like a double damage effect.
I like it
/signed
Thanks for the reply, if you had read my very next post, you would have seen that I had already stated that my understanding of per level bonuses was incorect. Also, please see the new stats and ship information I developed on page 3, post number 82. If it helps, here is linkage.
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.07.12 20:25:00 -
[105]
Originally by: Sebesto Also, shouldn't a gravity well disrupt along with prevent cyno's from being opened in its radius?
I really like the concept of a ship like this, adds a whole new twist to using covert ops to sneak to a sniping fleet. Whereas before ya could send in interdictors to a cloaked covert ops and the sniping fleet could get away rather easily with MWD. But, with picket ships, they would be stuck fighting.
This is indeed a 'feature' I wanted to toss around. An effect of this mod should be to nullify any cynosural field in its effective radius.
Originally by: Santa Anna 55km would be incredibly close-range for using this to catch hostile cap fleets, given the scope of things like pos sieges. I don't have experience in that environment, but you'd need a lot of these guys to lock down the cap fleets I've seen in the pos siege videos in the vid forum.
I think it should interrupt initiated warps. If you jump one of these things into a fight, it'll lag as it loads grid and likely give everyone a warning and a chance to initiate warp. If it doesn't interrupt warps it won't catch non-siege/triage capitals or any BS paying attention.
You'd probably still be able to warp out half the time in a cruiser or frig with the prevalent lag atm, and maybe a BS if aligned. Granted, you shouldn't be running at the first sign of trouble, but part of a jumpdrive-equipped superdictor's purpose would be stopping folks from running.
While 55km may be a little too short of range, I dont think the mod should have a huge or even grid wide effect. Capital ships are slow as sin, it would take a very long time for them to slow boat 55 km to get out of range of this ship and its effect.
Also, I agree with your idea that the mod should interupt initiated warps. The problem with motherships and titans is that they can just sit there and have warp initiated at all times and be more or less invulnerable, as they can not be interupted by a scrammer. I'd like to see this ship/mod as a counter to their ability.
Thanks for the feedback.
/Siggy
|
Parhelion
Thundercats RAZOR Alliance
|
Posted - 2007.07.13 05:06:00 -
[106]
I fully endorse this product or service.
I like the idea of a ship in between the current BS and capital ships (dreads). This also provides a new ship class to fly that fits in the huge gap between the two classes. I suppose this also depends on what CCP intend to t2 battleships to be, I haven't heard much about their proposed stats yet.
/signed
|
True Ace
Gallente Blood Moon Masques Lunar Dominion
|
Posted - 2007.07.13 06:46:00 -
[107]
signed and id like to see a dev response about this topic. id actually rather see these ships in game than t2 bs IM YOUR KING'S KING. |
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.07.13 20:29:00 -
[108]
Originally by: Parhelion I fully endorse this product or service.
I like the idea of a ship in between the current BS and capital ships (dreads). This also provides a new ship class to fly that fits in the huge gap between the two classes. I suppose this also depends on what CCP intend to t2 battleships to be, I haven't heard much about their proposed stats yet.
/signed
Thanks for the feedback, i'd like to say that I was intending this ship class to be its own and not a t2 version of any battleships. Thank you though for your support!
/Siggy
New Ship Concept: Picket Ships
|
MrRx7
Amarr Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.07.19 03:57:00 -
[109]
bumping for some love.
This is a wonderfull idea and should be considered by the dev's...in the last revisions it would make a perfect big brother to the dictor
|
Danniels Jack
|
Posted - 2007.07.22 16:05:00 -
[110]
The concept is generally a good idea, but there are many things that should be considered about this ships abilities.
What is this ships target role? Would it be to assist in POS destruction, or help in the defence of the dreadnaught while it performs its sole role of POS assault by BS popping? Or is it a class of ship that can be used as anti dreadnaught assault?
Either way you look at this class of ship I can see problems arrising in the eve community. Firstly, if it would be used as a ship for POS assualt, the whole purpose of a Dreadnaught is for POS assault, if it was meant for this role, why bother training for about a year to pilot a dreadnaught in the first place?
If it is for defence of a dreadnaught, then this I see no point of, If the Dreadnaught was that vulnerable, then just up its statistics to compensate for this. I have been on alliance POS assaults, and a well formed and organised fleet can lock a system down while dreads do the dirty work while under heavy POS battery assualt. So no further defense is needed.
If this ship is meant to out class a Battleship, then the role of the battleship will be obsolete as they were designed for heavy fleet support, much like tanks on the battlefeild, hard to manuver but can hold ground. If the role of the new ship is implying that it is for holding ground with a fleet, this is what Battleships are already for.
If the picket ship is for anti dreadnaught measures, then I see many, no all dreadnaught pilots creating a massive uproar about this class of ship, as POS defense is already enough to contend with on an assault, let alone having to ward off mini anti dreadnaught dreadnaughts.
For example, if you happen to be a pilot of a dreadnaught, you have forked out about 2 Billion isk to get it and arm it, not to mention the other 500 million to buy the specialised skills to pilot the hull and use weapon systems, and trained for a year to do so, then a small gang of gun happy monkeys in picket ships bounce by, and pop you in a 2bn isk firework display, when all they have done is spent maybe a quarter of the time and investment that you have to have a look at the show. Put yourself in the dreadnaught pilots shoes, and these ships become your bane, and EVE will see the demise of the dreadnaught.
The dreadnaught is meant to be a hard as nails ship, that shock horror is MEANT to be hard to kill, I see no need why CCP would want to make the highly impressive dreadnaught class ship fall into decay for a cheap and easy i win button ship that can take out Battleships, and dreadnaughts, making both classes of ships we have currently a relic of the past.
Anyone else see that these ships are a potential problem? Not to mention that even if they have a niche, will they be abused and morphed to find other uses they are not intended for?
Danniels Jack,
Please drink responsibly. :P
|
|
Del Narveux
Dukes of Hazard
|
Posted - 2007.07.22 16:26:00 -
[111]
Its a interesting idea, but I dont like it for the same reasons you feel they are needed. Cap ships are supposed to be very specialized, not something you go gallavanting around in all the time. Otherwise we make non capitals even more obsolete than theyre already becoming, and eve moves even closer to the dreaded level grind which would really suck. _________________ [SAK] Alumnus--And Proud Of It! -- aka Cpt Bogus Is that my torped sig cloaking your base?
Originally by: Wrangler Well, at least we have forum PvP..
|
Danniels Jack
|
Posted - 2007.07.23 21:51:00 -
[112]
Maybe my mail was misunderstood a little, I totally agree with you that this suggested new class of ship shouldn't find their way into eve. There should be a monumental gap between fleet ship types, and capital ship types.
If you do read through my previous extensive mail (sorry for the length of it) then you will find my full constructive argument on why they shouldn't be placed in the game.
Please drinnk responsibly.
Danniels Jack
|
Raham
Teeth Of The Hydra R i s e
|
Posted - 2007.08.15 02:18:00 -
[113]
Thats a really well thought out idea, and I think it would allow for a good step into ships that are actually good at killing things like carriers, without the expense. Only question, what would the minerals required to make it look like?
|
Packtu'sa
Nabaal Construction and Industrials Corp Interstellar Starbase Syndicate
|
Posted - 2007.08.15 07:15:00 -
[114]
These bonuses are out of control. In what other ships do you see bonuses of 25% per level? And in what other ships do you see a MASSIVE malus? These bonuses are what I see as needing a huge makeover. LESS EXTREME, PLEASE.
Look at destroyers, for example... they have a skill bonus for the Destroyer skill, and then this:
Penalty: -25% rate of fire for all turrets Bonus: 50% bonus to optimal range for small hybrid turrets
Something similar could be done for the Pickett class. I see these ships as the step-up from battleships, just as destroyers are steps up from cruisers, et cetera. Abandon the racial Pickett skills; makes very little sense. Throw in a single Pickett Ships skill, make it require, say, Adv Spaceship Command 4? Set up each Pickett Ship to require racial battleship at 5. Don't put on ANY bonuses for the racial battleship skill (that's only done with t2 ships anyway) and put all bonuses on the Pickett skill. Each ship could have a different bonus-- caldari ship has missile bonus, amarr lasers, etc-- and then throw in the standard bonus and penalty, which could/should also be racially bonussed.
I'd like to see the Caldari and Minmatar ship have some sort of velocity bonus for cruise missiles, so that they could actually be used at long ranges without taking forever to reach their targets. A Raven with Missile Projection V and Caldari Battleship V still only gets cruise missiles up to 7031.25 m/s... which means it takes 21 seconds to reach a target from 150km away (an easily attainable range with a cruise missile). What if you gave the Aegis a role bonus of "+100% to Cruise Missile Velocity, -50% to Cruise Missile Flight Time" (thus allowing a pilot with Missile Projection V to perform 33% better than a maxed-out Raven, and keeping the missile range the same as normal) and then "+20% to Cruise Missile Velocity per Pickett Ships level"? This puts cruise missile velocity with Missile Projection V and Pickett Ships IV at 16875 m/s, covering 150km in just under 10 seconds. That means the ship cannot be used as part of any kind of sniper group, but at least it can engage at a range farther out than 20km. Throw in a strong damage bonus and you've got a well-balanced missile ship.
Just...don't nerf its ability to hit smaller ships than itself...that's what it's *designed* for. It should be able to hit battleships easily, and battlecruisers without much problem...cruisers should be getting into "damn, I can't seem to hit him" and destroyers/frigates should be impossible.
Have you considered what the use of Tech-2 guns/missiles might add to this? It's easy to nerf missiles' ability to engage from extremely long range, but it's not so easy to nerf turrets.
This is the first time I've come upon this thread. I think it's an idea that has incredible potential, but it will definitely NOT work the way it currently stands. It definitely, definitely needs work...... but I think a strong plan for a larger-than-BS gunship can be created. (tbh, super-specialized roles are no fun. Let this beast be versatile and conventional.)
Packtu'sa Founder/CEO Nabaal Construction and Industrials Corp [NCIC] |
TenthReality
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.08.15 21:10:00 -
[115]
Originally by: Raham Thats a really well thought out idea, and I think it would allow for a good step into ships that are actually good at killing things like carriers, without the expense. Only question, what would the minerals required to make it look like?
Sig and I never really spent the time to figure out mineral requirements, however its safe to assume it would be in the carrier/freighter level of minerals, though I think we were aiming for something a bit less than those as this was a "stopping point" type ship for capships, or a cheaper "pocket-capship" which can be brought into battles you'd otherwise not bring a capship.
|
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.08.15 21:38:00 -
[116]
First off, thank you all for your continued support.
Now, on to answering some questions.
Quote: These bonuses are out of control. In what other ships do you see bonuses of 25% per level? And in what other ships do you see a MASSIVE malus? These bonuses are what I see as needing a huge makeover. LESS EXTREME, PLEASE.
I think you never got a chance to look at the revised numbers, as my first post shows, this topic has been in motion and revised many times, please look at this linkage to review the new numbers and concept.
Quote: Only question, what would the minerals required to make it look like?
Also on the detailed information for each of the worked out picket ships, I have an aproximated componant cost of each ship at the bottom. I hope this helps answer your question.
Quote: Maybe my mail was misunderstood a little, I totally agree with you that this suggested new class of ship shouldn't find their way into eve. There should be a monumental gap between fleet ship types, and capital ship types.
Thank you for your reply, we obviously have differing views on this subject, but I would like to know what specifically is wrong (in your eyes) with having a specialized fleet-capital hybrid? This ship has a two-fold use on the battlefield. First is to defend the more vulnerable capital and super capital ships (specifically drednaughts in siege mode) and secondly to deploy its Gravity Well Generator on the field of battle.
I look forward to your responce.
/Siggy
New Ship Concept: Picket Ships
|
Stamm
Amarr Three Holdings Rule of Three
|
Posted - 2007.08.19 23:47:00 -
[117]
Well, the question is how would it affect the game?
We introduce a battleship pwner. And it has to jump in, and it has a very very low jump range.
So all the time while your fleet is moving this beast is having to follow behind with cynos being generated.
And when it comes to a fleet engagement, since it's a case of how many pilots you have, and how well outfitted your pilots are....
Then you're going to see everybody in one of these duking it out, and then perhaps dreads being brought into duke it out with these?
The ability to gravity well is pretty extreme though, you jump one of these in and drop a well and everybody is stuck. So we'll see these being snuck into a system and a cyno going off and then bang, nobody can warp.... the support fleet has time to get into system and warp to the fleet etc...
Very powerful ships that would change the face of Eve...
For the better I don't know enough to say.
Galaxian Recruitment Info |
SigmaPi
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.08.24 18:21:00 -
[118]
selfless bump
New Ship Concept: Picket Ships
|
Dryson Bennington
|
Posted - 2007.08.24 23:00:00 -
[119]
Although a very ingenius concept we must first look at what a picket vessel's main role in fleet operations would be.
1.To actively search and defend against enemy ships of the same class -meaning their job would be that of disrupting any and all tracking from any type of ship- -in order to accomplish to almost all armourment and drones would need to be replaced with electronic hardware, as their main offensive and defensive suites would be electronical counter measures. Not bulky weapons modules or drone bays
In this role they would need to have gunships protecting them as they would be vaulable assets to the fleet.
2.In solo operation's meant to gather intel or disrupt communications they would need to have very fast engines and warp cores to get out of harms way fast.
These ships are not meant to duke it out in the front lines, these class of ship are meant to be used in a standoff role in a covert manner where they would need the protection of other ships.
|
Gungankllr
Caldari STK Scientific M. PIRE
|
Posted - 2007.09.03 23:37:00 -
[120]
Not a bad idea in practice, but I would suggest that it only get its decent bonuses when it drops into "Combat mode" or "Siege mode light" whatever you want to call it.
In reality balance would really get lost if these things were able to put out the volume of fire that I see here and be able to up-ass themselves when a retaliatory force shows up.
Think along those lines, incredibly tough but whilst so very immobile.
|
|
Fray
Octavian Vanguard RAZOR Alliance
|
Posted - 2007.10.04 22:59:00 -
[121]
Edited by: Fray on 04/10/2007 23:00:06
Originally by: SigmaPi Edited by: SigmaPi on 15/08/2007 21:41:42 R E A D M E F I R S T
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
Test Warp Disrupt Field...
Regarding the gravity well... almost dude, almost :P
- <@Cf'DigitalCommunist> D2, if you go to za'ha'delve, you will die. - |
Dryson Bennington
|
Posted - 2007.10.05 02:49:00 -
[122]
Like I said before, a picket vessel has minimal armorment and armor. The main role of this class of ship is to jam enemy tracking and other electronic measures like warp scrams, nothing more. The ship would be very fast though. Limited armor and lots of electronic counter-measures and no weapons at all.
|
Duhban
|
Posted - 2007.10.05 15:07:00 -
[123]
Originally by: Dryson Bennington Although a very ingenius concept we must first look at what a picket vessel's main role in fleet operations would be.
1.To actively search and defend against enemy ships of the same class -meaning their job would be that of disrupting any and all tracking from any type of ship- -in order to accomplish to almost all armourment and drones would need to be replaced with electronic hardware, as their main offensive and defensive suites would be electronical counter measures. Not bulky weapons modules or drone bays
In this role they would need to have gunships protecting them as they would be vaulable assets to the fleet.
2.In solo operation's meant to gather intel or disrupt communications they would need to have very fast engines and warp cores to get out of harms way fast.
These ships are not meant to duke it out in the front lines, these class of ship are meant to be used in a standoff role in a covert manner where they would need the protection of other ships.
You do have a point, though the op also calls them pocket capitals (i think) which is honestly a better name. If anythign I think eve NEEDS pocket capitals as it's a large jump from noncapital to capital ships, and since we already have supercaps why not pocket caps?
|
Dryson Bennington
|
Posted - 2007.10.05 22:03:00 -
[124]
Not every class of vessel is meant to be a capital class vessel even though some vessels have the same characteristics as a capital class vessel. A capital class vessel is characterized by the following particulars: (This is based off of actual REAL world vessels)
1. Armor able to resist a sizeable round from a certain distance. (16" shell from ten or more miles away) 2. Armorment able to penetrate another vessel's hull where the round will infilict severe damage in the interior of the vessel. 3. The ability of the vessel to sustain herself for a certain amount of time at sea without being replenished. 4 The ability to engage at least two or more vessels in combat without escort and stay in the combat zone for more then five hours. 5. The ability to render useless ANY vessel that comes within the capital class vessel's range.
A prime example of a capital class vessel would be World War II Battleships.
Just do a search of Radar Picket Vessels or Radar Escort Vessels and thats what the premise for designing a picket vessel would be.
It would be illogical and cost restrictive to make a picket class vessel the same size as a BS or even a BC. Their job isnt that of a front line combat vessel. Making a vessel that would incorporate electronics as well as the ability of a battle wagon would be unfeasible.
The electronics of the picket vessel would be comparable to that of an aircraft carrier but without armorment or armor.
|
NephI AsantE
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.10.06 06:51:00 -
[125]
Nice idea that CCP took from you... playing M$ I guess. |
|
|
|
Pages: 1 2 3 4 5 :: [one page] |