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Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2007.08.18 05:14:00 -
[31]
Need to be careful about this gun and highsec. Think what a big group of these could do to a freighter. Though CONCORD and sentries will shred them fast like anything else, the alpha (particularly with the Minmatar version using Artillery) can be brought to very high levels in a group, and far cheaper than a BS. -------------------------------------------------- ICE Blueprint Sales |

JamesTalon
Caldari Electric Fury Corp
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Posted - 2007.08.18 05:30:00 -
[32]
This reminds me of Sword of the Stars. There were some ship parts you could fit that allowed over-sized guns to be fit. Basically, allowed a Destroyer (small) to fit medium or possibly large class guns, but only one, and very limited number of small weapons. Though, the average ship could have 10 weapons, and that was a small ship. LArge can have around 20, depending on what parts you use, or if your like me, and use a giant gun that fires chunks of asteroids into planets "Return with your shield, or on it." |

Zephyr Mallory
Limberry Aegis GmbH
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Posted - 2007.08.18 05:59:00 -
[33]
Sounds like a good idea. Unfortunately the point the whole ship and shoot interface seems counter to EVE's turret based combat system.
I see the generic gun with engines concept as a good idea, and here's my take on it 2 High Slots, 1 Turret Slot (1 for Siege Module) 2 Mid slots (+1 for caldari, Minmatar) 2 Low Slots (+1 for Gallente, Amarr)
Average cruiser speed for their race, Shields and Armor on par with the Tier 1 cruiser (i.e. Osprey, Exequeror, Auguthingy) Cruiser skill boni ○ 5% bonus to Extra Large Turret Damage per level ○ 5% Bonus to Extra Large Turret Optimal range per level
Role Bonus: 99% reduction in powergrid and CPU fitting requirements for Siege Modules and 99.5% reduction in powergrid requirements for Extra-Large turrets.
It's not going to fit a tank very well, but you may as well allow it to be able to move quickly, via Afterburners, and maybe fit a target painter or some sort of basic damage/tracking/range boosting module but face it, even with the role boni- it should be a tight tight fit to get anything else in there.
Keep 'em Tech I- cheap and market seeded BPO's insurance is kinda pointless, you blow the ship up, so what. just pray the gun and the siege module survive.
That's my take on the idea.
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Gorion Wassenar
Caldari Tsurokigaarai APEX Conglomerate
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Posted - 2007.08.18 08:56:00 -
[34]
An interesting idea. To prevent people from using them in high sec just don't allow them to fit things in High sec. Something like
"CONCORD prohibits the mounting of Capital class weapons while in high security space. Your attempt to mount the weapon has failed."
and when trying to enter hi-sec
"CONCORD Prohibits the mounting Capital class weapons in .5 or above space. Your jump request has been denied."
Have this occur at POS assembly arrays too. If they're using a carrier they should already be in low sec and if some hanky panky is going down in empire with the people who still have cap ships in Hi-sec the list of people to blame (and then have a nice chat with the GM's) would be very, very small as the ships would only be allowed to stay in the same system as the carrier that fitted them. ----- *results may vary*
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Venkul Mul
Gallente
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Posted - 2007.08.18 11:04:00 -
[35]
Originally by: Gorion Wassenar An interesting idea. To prevent people from using them in high sec just don't allow them to fit things in High sec. Something like
"CONCORD prohibits the mounting of Capital class weapons while in high security space. Your attempt to mount the weapon has failed."
and when trying to enter hi-sec
"CONCORD Prohibits the mounting Capital class weapons in .5 or above space. Your jump request has been denied."
Have this occur at POS assembly arrays too. If they're using a carrier they should already be in low sec and if some hanky panky is going down in empire with the people who still have cap ships in Hi-sec the list of people to blame (and then have a nice chat with the GM's) would be very, very small as the ships would only be allowed to stay in the same system as the carrier that fitted them.
Good idea, very good. (and I want to keep this in the first page too )
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joshmorris
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Posted - 2007.08.18 11:26:00 -
[36]
These would be really good in 0.0 for taking down station services by using SMALL gangs ... not 60 man bs fleets for but a hour
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Zephyr Mallory
Limberry Aegis GmbH
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Posted - 2007.08.18 17:02:00 -
[37]
Gorion- how bout upon entering a -0.5 + system, the message reads "DED Regulations prevent the use of capital class weapons in empire space. All Capital class weapons systems will be powered down for your protection" or some such
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Draekas Darkwater
Moons of Pluto
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Posted - 2007.08.18 21:48:00 -
[38]
Sounds great. My main concern would be that it could/would be used to greif in highsec. Although I've never tried myself, I assume that shooting a stationary target, even with a capital weapon would pretty much hit every time?
If that's the case, then I can see these being used to grief miners everywhere. Especially if they can one shot a barge, or god forbid an exhumer, where the insurance doesn't come near to covering the cost of the ship.
Behaps going with the idea that you could only fire the gun when in siege type mode.. and the siege module can't be activated in high sec would work.
Another interesting alternative may be to have these flying guns restricted to the system they are in, and unable to use gates. They could, however, be jump bridged, jump portalled, or fit into carrier bays and jumped to the battle location. Perhaps each carrier could fit a couple of them. I'm not an expert on carriers though, so I don't know if that is realistically possible. =D
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Teldar Orion
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Posted - 2007.08.18 22:16:00 -
[39]
Problem with the Siege module idea is your changing the ship from Spinal mounted ship(ie big gun with engines)" to a Deployable player-flown turret.
1 highslot (The big gun) 2-3 medslots (one or more is gonna have to be a sensor booster) 2-3 lowslots (one or more is gonna have to be a sensor booster)
5% to ship agility per cruiser level (to align the gun quickly) Bonus: 99.9% to both powergrid and CPU cost of an XL turret (To fit the gun) Bonus: Firing an XL turret only drains 75% of your ships maximum capacitor.
Short and sweet. and encourages use of power transfer modules to "Juice up" the ships to increse RoF, and NoS's can knock them out of the fight, bringing some balance to them.
The programming for the spinal gun makes the mods cry but hey...
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Arenis Xemdal
Amarr Evolution Band of Brothers
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Posted - 2007.08.18 22:27:00 -
[40]
A novel concept, but entirely useless for the game. Capital ships do not need an anti-capital ship, since virtually everything smaller than it, is a danger to it. The only exception is the relative safety a Carrier or Mothership has when faced with only a couple of ships. Blame that on the fact that Fighters will track and vaporize just about anything.
And even if this had a valid reason for being in the game, I wouldn't want to see CCP ripping off others' designs and more sci-fi cliches just because they can. Eventually you find yourself introducing Deathstars and Dyson Spheres. Bleh.
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Soneia Blends
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Posted - 2007.08.19 00:36:00 -
[41]
Okay - "I don't like it because someone else already did it" is a valid chain of thought I guess. As for griefing miners in high sec? ... did you miss the two comments about making them unable to use their weapons in high sec? I think that either one would solve the problem.
I personally would like to see this as another class of ship- not tech 2, more like the destroyers and battlecruisers are, require the cruiser skill at level 3 or 4 and then have a seperate skill book for that specific class.
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Berrik Radhok
GoonFleet GoonSwarm
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Posted - 2007.08.19 01:17:00 -
[42]
So what happens when people stop flying dreads since a large enough fleet of these could alpha a capital or a POS?
Originally by: Khavi Vetali
Oh don't worry, the goons are just as suicidal with their battleships as they are with their frigates.
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Zephyr Mallory
Limberry Aegis GmbH
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Posted - 2007.08.19 01:49:00 -
[43]
probably the same thing that happened when people stopped flying in low sec because a gate camp with enough target and tracking boosters could instapop stuff.
Help fight the Salvage Ninjas |

dragonofearth
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Posted - 2007.08.19 02:33:00 -
[44]
I like it. yet i think the ship should be a massive gun with rockets on it. The ship is the gun and someone put engines on it. One or 2 medium one or 2 low no high since it is a gun. The ship is the gun would be awesome to see it flying around
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Teldar Orion
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Posted - 2007.08.21 05:17:00 -
[45]
Originally by: Berrik Radhok So what happens when people stop flying dreads since a large enough fleet of these could alpha a capital or a POS?
Blob warfare moves to a whole new level.
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Aftershock2100
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Posted - 2007.08.21 08:57:00 -
[46]
Ok, without thinking of how it would be implemented, balance, is it even viable, blah blah, i just have 1 thing to say to this idea....
COOL!!!
(ps: homeworld ftw!)
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Cornucopian
Gallente Dutch Omega United Freemen Alliance
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Posted - 2007.08.21 12:28:00 -
[47]
I like it, but make em BCs, not cruisers: we have 4 cruiser per race now, and only 2 BCs.
make it a BC!! ----------------------------------------------- "post with your main. delete your alt, you sad little exploiting metagamer." |

Mr Horizontal
Gallente
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Posted - 2007.08.21 12:43:00 -
[48]
One of the things about the A-10 is the main gun's recoil. Also a good pic of the size of the gun next to a VW Beetle.
I like the idea of this, but I think this ship needs to be an absolute pig to fly.
First, I think the physics of this need to be figured out. The A10 needs to fire while flying at full thrust, and the guns recoil is equivalent to just over half the main thrust of the engines.
So when the cruiser fires the gun, there is a sudden, immediate speed going backwards, so if the pilot isn't going at sufficient speed when firing the ship is knocked backwards and sent haywire.
Second, this ship with such a large armamemnt must have a much heavier mass (between cruiser and Battleship) and an agility that of a Battleship.
Having a low agility negates the need to have a major Rate of Fire nerf on the gun, as it'd need to be manouvered into position before firing. Then of course when it does fire, it's knocked off target etc.
Third, while it should have some high slots, none of them should be either turret or launcher hardpoints. This boat is dead in the water without a fleet.
Fourth, like Stealth Bombers and bombs, it's not allowed to fire in Empire.
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Deacon Ix
Ascendant Strategies Inc. The Volition Cult
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Posted - 2007.08.21 14:28:00 -
[49]
I like this Idea
Originally by: Steini OFSI The most efficient way to get a dev response is to have the word beer somewhere in your thread.
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Falcyon
Senate and People of Rome VENOM Alliance
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Posted - 2007.08.21 15:01:00 -
[50]
Edited by: Falcyon on 21/08/2007 15:01:07 I definitely think spinal weapons is a cool idea. I'd be all for it.
Under the current architecture of the game, however, it might be easier to design just a mobile gun platform. A cruiser-sized platform similar in design philosophy to the Barges and Exhumers (which are built specifically to handle one type of module, the Strip Miners and Ice Harvesters) that can house a single capital-sized turret. It would be slow, have low shield/armor and a smallish cargohold (but big enough for ammo), and it could even have a short-duration siege mode that burns strontium clathrates.
Either way, there are some clear disadvantages, such as it being called a primary target 90% of the time while it's engaged, but it can put some hurt onto the capitals if it gets the chance. It's an extra tactical option for both sides of the engagement. I mean, heck, they pushed POS turrets outside the shield so that small gangs would finally have something to do: at the same time as this ship can bring a big gun into the fight for cheap, it can also give that small gang something else to do with its spare time.
Not to say we should only introduce the ship because it'd be a juicy target. We need some more thought on its advantages and how to make it worthwhile. ---------------------------------------------
Thread on idea for Ship/Module Customization, Depreciation, and Towing |
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Azbel
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Posted - 2007.08.21 17:23:00 -
[51]
Very interesting idea. And since I am all about them adding more ships to the game I will pile on.
If this thing needs a nerf against a mass alphastrike just slow down its ability to power up. Make it have to go into siege mode or something in order to fire. Slow it down, make firing the gun like webbing itself. Maybe make it so when you æfireÆ you start flashing red to them but donÆt actually shoot them for another 10-20 seconds. That way it canÆt just warp in and hammer a POS or outpost module. I think this thing would NOT replace dreads as the POS killers because there is no freaking way they would be able to tank those POS guns. A POS would eat these like candy. No I think the big use would be to break a POS siege. Most of this concept would not take much to do. Conceptually it is just a cruiser size stealth bomber. Without the stealth.
Can a siege weapon even do much to a BS? Does such a ship have any use against BSes at all?
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Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2007.08.22 05:45:00 -
[52]
Originally by: Azbel Very interesting idea. And since I am all about them adding more ships to the game I will pile on.
If this thing needs a nerf against a mass alphastrike just slow down its ability to power up. Make it have to go into siege mode or something in order to fire. Slow it down, make firing the gun like webbing itself. Maybe make it so when you æfireÆ you start flashing red to them but donÆt actually shoot them for another 10-20 seconds. That way it canÆt just warp in and hammer a POS or outpost module. I think this thing would NOT replace dreads as the POS killers because there is no freaking way they would be able to tank those POS guns. A POS would eat these like candy. No I think the big use would be to break a POS siege. Most of this concept would not take much to do. Conceptually it is just a cruiser size stealth bomber. Without the stealth.
Can a siege weapon even do much to a BS? Does such a ship have any use against BSes at all?
If the BS is stupid enough to stand still it does. Indeed, if the BS DOES stand still (or head directly at it, this thing should lay some major hurt on it, not an instapop, but enough to make it felt. 3500mm Artillery shells (or whatever) should be crippling to most ships if they manage to get a direct hit in, but so inaccurate that it doesn't usually happen. Also, if they go with spinal (only fires one direction) instead of the admittedly easier slow tracking, you should be able to come in behind it or to its sides and take it out without taking much (if any) return fire. -------------------------------------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |

Trent Nichols
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2007.08.22 22:49:00 -
[53]
I like it. This idea would be a great new twist to POS warfare.
As an added bonus it would also end lowsec gate camping as we know it. Such a ship would be useless at close range but if 2-3 of these things warped to 100 on a camp, the pirates would have until they acquired a lock to disburse. In 0.0 most camps have snipers that would take them out first. I figure big gun = long locking time.
New stuff = Good Nerfs = Bad |

Falcyon
Senate and People of Rome VENOM Alliance
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Posted - 2007.08.24 14:48:00 -
[54]
Edited by: Falcyon on 24/08/2007 14:48:29
Originally by: Trent Nichols Edited by: Trent Nichols on 22/08/2007 22:57:00 I like it. This idea would be a great new twist to POS warfare.
As an added bonus it would also end lowsec gate camping as we know it. Such a ship would be useless at close range but if 2-3 of these things warped to 100 on a camp, the pirates would have until they acquired a lock to disburse. I figure if they warped into a belt any possible victims would either be gone or on top of them by the time they align that gun. But when they warp to a gate, they come out pointed at the gate and thus the campers.
In 0.0 most camps have snipers that would take them out first.
I'm not sure if using capital-sized ammo on some gate campers is worthwhile. It all depends on how accurate the weapon system is, either spinal or low-tracking: we're talking about a weapon that may need to be balanced out to be so inaccurate that it can't hit something orbiting a stargate even at that range (definitely if the target is standing still, but not necessarily if it's moving). It's a bit unlikely, but plausible, I think.
In any case, I'd definitely look forward to seeing a huge spinal-mounted laser beam that can rake across the hull of a target, not just fire for the centerpoint like our current weapons do.
Well, just thought of this, actually: we already have weapon systems that fire from the hip, such as probe launchers and the new bomb launchers (at least so I've heard, correct me if I'm wrong). This idea for a spinal-mount system isn't that far-fetched: just let the player aim the ship themselves by orienting on the target (essentially approach it) and then activate the weapon system. It fires straight in front of your ship, and the first thing in its path gets the hit. Simple. ---------------------------------------------
Thread on idea for Ship/Module Customization, Depreciation, and Towing |

Zimjin
Caldari
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Posted - 2007.08.24 18:24:00 -
[55]
Think I'd do it something like this:
The gun is part of the ship. It comes included and cannot be upgraded, switched out, unequipped, etc. It's part of your hull, after all.
You get one new interface command: * "Fire main battery"
This forces your ship to attempt to align to the target to fire. It will fire as soon as you get aligned, if that ever happens. If you're trying to fire at some orbiting frigate or whatnot, you'll simply never get to fire.
Other than that the ship is relatively normal. 1-3 high slots, 4 or so midslots, 1-2 low slots.
Powergrid of 400 but the ship "bonus" is "500% powergrid usage for all medium weapons or larger". Basically you have good powergrid and some high slots, but you can only really mount small, low power weapons. The powergrid will allow you some decent shields and other items, though, just not big guns.
There would also be some new modules implemented that impact your main battery, but the gun itself is part of the ship and can't be changed or unloaded.
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Rogen DarHeel
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Posted - 2007.08.24 19:59:00 -
[56]
Great. Another way for noobs to completely own high SP players.. as if things aren't bad enough .. what with any idiot with a warp jammer being able to warp scram a capital ship that wants to be able to lock a target.
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Falcyon
Senate and People of Rome VENOM Alliance
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Posted - 2007.08.24 20:28:00 -
[57]
Originally by: Rogen DarHeel Great. Another way for noobs to completely own high SP players.. as if things aren't bad enough .. what with any idiot with a warp jammer being able to warp scram a capital ship that wants to be able to lock a target.
I haven't found a lot of noobs who can use capital ammo. I'd say that's a high-enough barrier. ---------------------------------------------
Thread on idea for Ship/Module Customization, Depreciation, and Towing |

Teldar Orion
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Posted - 2007.08.28 06:34:00 -
[58]
Originally by: Rogen DarHeel Great. Another way for noobs to completely own high SP players.. as if things aren't bad enough .. what with any idiot with a warp jammer being able to warp scram a capital ship that wants to be able to lock a target.
If your a High SP player and stand still long enough for one of these to get a bead on you, you probably deserve a Dual giga beam laser 1 to the face.
Months of training for XL guns? Price of guns and ammo? Skill to use one of these without getting exploded by some day frigate pilot orbiting at 1000m with blasters?
Limited in use(Slow/far off BS's, Capships, POS's), Cost, Training time.
All major disadvantages. If your uber-command BC gets owned by one of these, the EVE forums will take a deep breath in and laugh. Hard. Some of us want to hear the roar of the big guns, without being on the receving end.
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Sinder Ohm
Infinite Improbability Inc Mostly Harmless
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Posted - 2007.08.28 09:56:00 -
[59]
I like 
Originally by: Karanth Wimps play empire. Real men play in 0.0. Hardcore masochists live out in drone space.
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Hyu
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Posted - 2007.08.28 10:56:00 -
[60]
This is actually great idea!
I just started dream to have cruiser with siege mode.. It would not be that imbalanced anyway, I think it would have plenty of usage especially defending situations when those capital ships come. |
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