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Master Sergeant MacRobert
Space-Brewery-Association Did he say Jump
268
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Posted - 2016.10.24 11:18:11 -
[1] - Quote
Three new rigs GÇô Industrial , Transport Ships, Industrial Command Ship only
Eve is a game of cat & mouse. When you want combat you either: use a trap in one of a few ways (bait, camp), force a conflict (structure timers or sov pressure), surprise (cyno), arrange a mutual engagement or roam aimlessly in hope (lowest PvP / h ratio). Eve can always benefit from more conflict drivers. The following rig suggestions are intended to boost the options for the GÇ£BaitGÇ¥ mechanism (yes refinement is required).
Below are 3 Rigs (each Medium and Large sized) that represent Jury-rigging standard rig slots using Tech 3 subsystem technology (and build materials) to custom build combat capable ships from the Industrial lines:
Something like:
Sensor Suite (limited one per ship and to above hulls only) 25% reduction to all storage bays and cargo hold +1 med slot + 3 max locked targets Removes all original ship hull traits +25 Drone Bandwidth +25 Drone Bay Capacity Add Ship Trait as follows: +150% scan resolution per level Cannot fit cyno generators of any type
Combat Enhancements (limited one per ship and to above hulls only) 50% reduction to all storage bays and cargo hold +2 High Slots + 4 Turret Hardpoints + 4 Launcher Hardpoints Removes all original ship hull traits Add Ship Hull traits as follows: +10% Powergrid and +10% CPU per level Cannot fit Cyno Generators of any type
Defence reinforcement (limited to one per ship and to above hulls only) 50% reduction to all storage bays and cargo hold +1 low slot +10% speed +40% inertia modifier (improve agility) 100% increase to sensor strength Removes the original ship hull traits Add Ship Traits as follows: +5% shield, armour & structure hit points per level. Cannot fit Cyno Generators of any type. +xx Capacitor
Weapon systems would be concealed (revealed during target lock and fire).
Currently the Nereus is the only viable combat industrial bait (although some of the others can grab point, web and tank GÇô Sigil does good hull tank). I think it would add to the game to have all of the industrials as a possible bait.
Yes the idea needs work, adjustment, etc.. but, you get the gist of the idea.... ..take it apart
Plus: Allow Industrial Ships/Transport ships into Medium sized Faction Warfare plexGÇÖs!!
"Remedy this situation or you shall live out the rest of your life in a pain amplifier"
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Danika Princip
GoonWaffe Goonswarm Federation
4890
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Posted - 2016.10.24 17:23:31 -
[2] - Quote
...Why? |
Gadget Helmsdottir
Gadget's Workshop
373
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Posted - 2016.10.24 17:38:57 -
[3] - Quote
I'm not sure this is the best way to go about making Q-ships.
Honestly, I don't think that EvE's game mechanics really have a place for Q-Ships no matter what changes you make to the ships themselves. You'd need to change the entire flagging system for use in HS. That's something that won't go over well right now.
In low/null/wormhole space, nothing you can do will make the indy survivable to a dedicated woflpack, so it won't change the packs' behavior.
And if you're not trying to change players' behavior, then I'll repeat Danika's "why?"
As for just straight up bait ships - use what already exists. No ship was designed to be solely bait. Clever players took what was available and turned it to their devices.
CCP didn't create ships to solely be bait because...well, return to the top of my post.
--Gadget
Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist
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Tabyll Altol
Breaking.Bad Circle-Of-Two
173
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Posted - 2016.10.26 06:14:11 -
[4] - Quote
Master Sergeant MacRobert wrote:Three new rigs GÇô Industrial , Transport Ships, Industrial Command Ship only
Eve is a game of cat & mouse. When you want combat you either: use a trap in one of a few ways (bait, camp), force a conflict (structure timers or sov pressure), surprise (cyno), arrange a mutual engagement or roam aimlessly in hope (lowest PvP / h ratio). Eve can always benefit from more conflict drivers. The following rig suggestions are intended to boost the options for the GÇ£BaitGÇ¥ mechanism (yes refinement is required).
Below are 3 Rigs (each Medium and Large sized) that represent Jury-rigging standard rig slots using Tech 3 subsystem technology (and build materials) to custom build combat capable ships from the Industrial lines:
Something like:
Sensor Suite (limited one per ship and to above hulls only) 25% reduction to all storage bays and cargo hold +1 med slot + 3 max locked targets Removes all original ship hull traits +25 Drone Bandwidth +25 Drone Bay Capacity Add Ship Trait as follows: +150% scan resolution per level Cannot fit cyno generators of any type
Combat Enhancements (limited one per ship and to above hulls only) 50% reduction to all storage bays and cargo hold +2 High Slots + 4 Turret Hardpoints + 4 Launcher Hardpoints Removes all original ship hull traits Add Ship Hull traits as follows: +10% Powergrid and +10% CPU per level Cannot fit Cyno Generators of any type
Defence reinforcement (limited to one per ship and to above hulls only) 50% reduction to all storage bays and cargo hold +1 low slot +10% speed +40% inertia modifier (improve agility) 100% increase to sensor strength Removes the original ship hull traits Add Ship Traits as follows: +5% shield, armour & structure hit points per level. Cannot fit Cyno Generators of any type. +xx Capacitor
Weapon systems would be concealed (revealed during target lock and fire).
Currently the Nereus is the only viable combat industrial bait (although some of the others can grab point, web and tank GÇô Sigil does good hull tank). I think it would add to the game to have all of the industrials as a possible bait.
Yes the idea needs work, adjustment, etc.. but, you get the gist of the idea.... ..take it apart
Plus: Allow Industrial Ships/Transport ships into Medium sized Faction Warfare plexGÇÖs!!
Why would a industrial ship need such things --> they are not meant to fight in them !!!
-1 |
PopeUrban
El Expedicion Flames of Exile
166
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Posted - 2016.10.26 21:06:10 -
[5] - Quote
Sounds like a balancing nightmare several orders of magnitude above t3 cruisers. |
Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
18825
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Posted - 2016.10.27 05:27:11 -
[6] - Quote
PopeUrban wrote:Sounds like a balancing nightmare several orders of magnitude above t3 cruisers. And then we go and put these things on t3 cruisers
Praposal:Un-F**k Locator Agents
Praposal:Un-F**k NPC Corps
=]|[=
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Serendipity Lost
Repo Industries
2311
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Posted - 2016.10.27 12:49:31 -
[7] - Quote
Danika Princip wrote:...Why?
He wants better bait ships.
A general note is that most ideas that uses "conflict driver" will fail. Fail at this stage or fail when finally put in the game. Mass/rang, frigate WH, numerous FW attempts.
Better bait isn't a conflict driver. Your ships would be a short lived parlor trick. The guys baiting will be baiting regardless. New better bait will quickly be figured out. (guys that ambush ships already know what it takes to bring it down - that applies to supers, marauders, lone carriers, 4 carriers, 4 ratting tengus, ratting fleet X w/ logi support, and so on). It's just math. Your rigged indy boats would just be another math problem that gets solved in short order. The 2 month down the road net effect will be that folks will bring overkill for normally rigged indy boats OR (more likely) will just add an exit strategy for when your Orca drops praetors.
These "conflict drivers" are short term new math problems that get developed AND SOLVED quickly by the SAME GUYS that have been solving them for 10 years.
You want to add a conflict driver to the game - make the contents of citadels fall out on a loot table when you burn them down. |
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