| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 .. 65 :: one page |
| Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
30
|
Posted - 2012.06.20 04:44:00 -
[1111] - Quote
I thought about three rigs that adds a slot to your Ship.
Only one of each rig can be mounted. Required skill: Jury Rigging.
High slot Rig Reduce the ship's agility.
Med Slot Rig Reduce the Armor HP
Low Slot Rig Reduce the Shield HP |

Jade Raikki
Darc Ray Inc
0
|
Posted - 2012.06.20 08:37:00 -
[1112] - Quote
Personally, I would really love to see some kind of module that uses stront but is for subcapitals. Such module would be able to boost the defensive or offensive capabilities of a ship. I think it was already proposed but who knows ?
Cardano, I think the ability to do such thing would slightly overpower every ship. Drakes would keep their current extreme tanks while also being able to fit a scrambler without sacrificing any shields, domis would be able to fit an extra neut, abaddons would have an extra plate. Each rig also has penalties that don't actually affect the ship they're supposed to be fitted on in a bad way. I mean, reducing a drake's armor while giving it another mid slot for their shield tank ? Reducing a domi's speed while it's drones in a typical fit can already reach out to about 100 km ? Reducing an abaddon's shields while it will be ( if not failfit ) armor tanked ?
Mercantus, many have discussed the ability to change visuals of your ship, such as logos, colors, visible stuff etc However, trying to load 100's of differently modified ships will cause extreme lag to the server and client, as it would now be required to send to each client the visual configuration of each ship. Also, ship colors give ships their identity and make the tech 2 and faction versions actually stand out. They also differentiate each faction's ships. Corporation logos on ships might be possible tho.
Anyway, I wonder if devs / GMs ever read these ideas ? |

Cyaron wars
D00M. Northern Coalition.
8
|
Posted - 2012.06.20 14:46:00 -
[1113] - Quote
Cloack Jammer? A turret control syste? So there's 1 carebaer that is scared to rat since I have my covert cyno sitting in his system and another guy who basically fails @ sorting overview by distance and shooting nearest ship? :D:D:D:D Well, goonwarm - enough said. Perhaps u will ask for your FCs to be able fly 1000 maelstrom without actual pilots in them? :D |

Cyaron wars
D00M. Northern Coalition.
8
|
Posted - 2012.06.20 18:24:00 -
[1114] - Quote
Cardano Firesnake wrote:I thought about three rigs that adds a slot to your Ship.
Only one of each rig can be mounted. Required skill: Jury Rigging.
High slot Rig Reduce the ship's agility.
Med Slot Rig Reduce the Armor HP
Low Slot Rig Reduce the Shield HP
Have you ver heard of Strategic Cruisers? Son perhaps you should learn to fly existing ships with existing mods? |

Bob Niac
Macabre Votum Against ALL Authorities
19
|
Posted - 2012.06.22 03:21:00 -
[1115] - Quote
Self Detonating sentries. .. proximity based.
So yeah .. mines. But in drone form. Cloaked ships can still attack with these, if they are on grid, and cloak after drone is launched. Detection through 'high energy particle pulses." Possible 'depth charges' to attack cloaked bombers. So .. stealth .. destroyers then? A third cloaky frigate? I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Joseph Kotaku
Aesir Enterprises
2
|
Posted - 2012.06.22 05:36:00 -
[1116] - Quote
Drone Repair Field.
High Slot module that functions in a similar way to a smartbomb but instead of damage it repairs the armour of any friendly drones orbiting your ship.
Perhaps have the cap cost proportional to the number of drones you are reping at once.
(Apologies if something like this has been posted already.) |

Fred511
APOCALYPSE LEGION
1
|
Posted - 2012.06.22 07:51:00 -
[1117] - Quote
Tactical Warp Compensator:
A lowslot module which reduces the minimum distance to initiate warp (from 150km to 100km and 75km for T1 and T2, respectively). It would be similar to the Micro Jump Drive , however, it would use exisiting warp mechanics (require a member of fleet or object to warp to and is stopped by warp disruptor), it also wouldn't require a charge time beyond aligning and reaching the necessary velocity. |

Jack Paladin
Solar Storm Intrepid Crossing
205
|
Posted - 2012.06.22 10:53:00 -
[1118] - Quote
An idea taken from a suggestion in another thread regarding the removal of local.
https://forums.eveonline.com/default.aspx?g=posts&m=1516183#post1516183
Name of module: Communication Encryption Matrix
Type: Active
Ship Specific: Yes (new type of covert ops)
Description: A module which allows the pilot to 'cloak' themselves from appearing in local.
Once activated, pilot disappears from local but is unable to activate any cloaking device. Once deactivated, cloaking device can be activated but pilot will reappear in local.
As stated, this module would be specific to a new breed of covert ops ships. Think of them as an additional Tier of ship to the various classes. |

Andy Landen
Exploring Eagles
41
|
Posted - 2012.06.22 22:54:00 -
[1119] - Quote
Systems Stealth Enhancer rig - Calibration 200 - 100% reduction to the CPU need of the Covert Ops cloaking device. Electronics Superiority rig |

Shivanthar
Angels Of Death EVE Mayhem.
0
|
Posted - 2012.06.23 05:58:00 -
[1120] - Quote
One of the things the game lacks is what I saw years ago when I was playing Descent Freespace and/or Homeworld Complex. Flaks. Since the game includes projectiles, it wouldn't be absurd to include flaks. You wouldn't approach to a shivan ship without fear when long range/short range flaks are locked on you.
Flak Cannon (Overall): A delayed projectile, like missiles, but won't follow. It is fired as-is, from point A to B, if you are not there, you won't get hit. It's resolution determines how much AoE damage you get. Playing more angular game will help you to survive. All flaks have very long falloff and should have a short optimal. If enemy is burning towards you from 100km without changing it's direction or speed, they will have trouble. If they just choose to orbit you @ 10km and saying "haha this smartbomb dominix is going to die with this 40 frigates", and if there is a flak equipped, watch the show.
--High Slot-- 40mm flak cannon (can be fit on destroyers) 80mm flak cannon (can be fit on cruisers) Dual 80mm flak cannon (battlecruiser) Quad 80mm flak cannon (battleship) Octuple 80mm capital flak cannon (capital ships)
For working modern physics, I highly suggest checking the flak destroyer in latest homeworld 2 complex mod.
I raped a lot of BS while roaming with tons of frigs. There is something missing in the game. A "battleship" should have much more gun slots. More generalized, the bigger the ship, the more it can(should) equip. Not only 400 resolution guns, also smaller gun slots.
Back to the concept, flaks might make this game a little bit more challenging when considering battles like tons of small ships to larger types of ships. It is one more way (or tool) to defend what seems "undefendable".
|

Shivanthar
Angels Of Death EVE Mayhem.
1
|
Posted - 2012.06.24 04:05:00 -
[1121] - Quote
Another aspect of game which needs some change is Salvaging. Since this is not a new module but a module that has changed ability, I don't find it wrong to write it down here.
- Change salvager so it always "succeeds". This will make the job less boring (especially for Marauders?) - To compansate this, lower the loot when salvaging. - Change the salvaging skill in a way that it increases the loot when salvaging. - Change the salvage tackle bonus so that it increases the loot when salvaging. - Add bonus to salvager II so that getting salvaging V skill means something more. - Change noctis bonus so it increases salvage loot value per skill. - Make salvaging someone else's wreck to be a reason for open fire (as same as looting it).
This will make sure all salvagers will be happy while keeping balance with salvaging/loot value. Watching failed attempts only turns missioning into a nightmare. |

Udonor
Native Freshfood Minmatar Republic
18
|
Posted - 2012.06.24 22:30:00 -
[1122] - Quote
Extra External missile packs and bombs -- fits pattern of consumable modules and is well founded in RL examples.
Primarily Intended to boost to boost initial PVP alpha strikes (alpha being a little vague when talking about am potential succession of new targets) -- all such modules lack in flight reload capability and to some degree should affect ship agility, inertia and possibly top speed...until fully expended (module destroyed). It is possible that partial expenditure of more outsized ordinance might give an incremental improvement in handling prior to total expenditure. It is also possible that some penalty may still incur if the pilot opts to retain destroyed modules for salvage of pricey parts rather than ejecting destroyed module into space to be lost during combat.
I suggest smaller rocket packs (say 1-2 salvos of 4 rockets) have negligible effect even on frigates. Wheres larger rocket packs (up to 32 rockets fired in groups of 4 or 8) or pairs of missiles/torpedoes or bombs normally too large for that ship class may have severe effects depending on how outsized the payload.
I suggest limiting the number external missile/bomb modules to 1 if any of the ordinance is very outsized (1x1 cruise/bomb, 1x2 torpedoes, or small 2x2 pack of heavy missiles on frigate). But potentially even a rookie ship should be able to carry at least one of any type sub-capital missile/bomb though cruise missiles and bombs might make it handle like a mining barge and cut speeds to half or even 1/3.
If the external ordinance is limited to merely slightly outsized (8x4 light assault pack or 1x2 heavy assault missiles on frigate or 2x2 torpedo pack on destroyer) then 2 modules --- except ship merely one size too low might mount 4 external modules (destroyer might mount 4 - 2x2 heavy missile packs).
Capital missiles could well be available starting on cruisers as very outsized with moderate effects on ship handling. BC should see capital missiles as merely slight outsized and able to mount two modules of the 1x2 pair fired variety. And BS would be able to mount 4 of the 1x2 or even 2x2 modules at upper tiers with relatively slight handling penalties.
All such modules probably use the internal slot for fire control and other support structures and are represented by such modules. Externally I suggest visual representation by bands of duct tape wrapped aroudn ship. LOL - joking but I know its a matter that some people get wrapped around -- gathering ship intelligence via visual appearance and without use of sensors.
Finally although fire control is most obvious wired through high slots, its quite possible that external missile packs might work in the same mid-slots that support EW by using one use internal tracking computers dedicated to that missile/bomb launcher pack or in high slots not normally usable by launchers. Module cost is probably one of the variables that determines the feasibility of such ideas.
|

Udonor
Native Freshfood Minmatar Republic
18
|
Posted - 2012.06.24 22:48:00 -
[1123] - Quote
External missile packs...the ganker's friend. Make them lazy miners come out and PvP with any dessie they see.
Rather than just accepting lower yield while armoring up and praying CONCORD gets there first.
Plus why should we waste T2 guns on folk who won't play the game? |

Shigamaru Kishame
Tribuo Quod Victum The AirShip Pirates
0
|
Posted - 2012.06.25 00:06:00 -
[1124] - Quote
Ice/Gas/Ore Hold modules that can be fitted to other ships, though not a huge bonus given. Would help ships with smaller "Normal" holds and make them more appealing to harvest in. Aside from just the pure miner ships. |

Andy Landen
Exploring Eagles
48
|
Posted - 2012.06.25 00:43:00 -
[1125] - Quote
Stealth Systems Enhancer rig - Calibration 200 - 99% reduction to the CPU need of the Covert Ops cloaking device. - Electronics Superiority Rigs Stealth Jump Drive rig - Calibration 100 - Gives the ability to jump through a Covert Jump Portal Generator - Electronics Superiority Rigs Stealth Signature Absorber rig - Calibration 150 - Reduces the ship's signature radius by 10% - Astronautic Rigs Black Ops Cloaking Device - High slot - Fits to Black Ops ships and allows them to warp while cloaked. No penalties to scan resolution or speed. |

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
30
|
Posted - 2012.06.25 06:58:00 -
[1126] - Quote
Andy Landen wrote:Stealth Systems Enhancer rig - Calibration 200 - 99% reduction to the CPU need of the Covert Ops cloaking device. - Electronics Superiority Rigs Stealth Jump Drive rig - Calibration 100 - Gives the ability to jump through a Covert Jump Portal Generator - Electronics Superiority Rigs Stealth Signature Absorber rig - Calibration 150 - Reduces the ship's signature radius by 10% - Astronautic Rigs Black Ops Cloaking Device - High slot - Fits to Black Ops ships and allows them to warp while cloaked. No penalties to scan resolution or speed. Scan Absorption Paint - low slot module - Reduces sig radius by 10% - passive module Scan Suppression System - medium slot module - Reduces sig radius by 20% - active module (same cap needs as ECCM medium slot modules)
Oh yes lets make a game where nobody can find nobody and where no weapon can hit... I would love to fly a Covert Ops Harbinger with a cruiser signature ;-) Perharps, the T2 covert ops would become useless, but nevermind. |

Bender 01000010
EVE-RO Fidelas Constans
5
|
Posted - 2012.06.25 09:05:00 -
[1127] - Quote
Shivanthar wrote:One of the things the game lacks is what I saw years ago when I was playing Descent Freespace and/or Homeworld Complex. Flaks. Since the game includes projectiles, it wouldn't be absurd to include flaks. You wouldn't approach to a shivan ship without fear when long range/short range flaks are locked on you. Flak Cannon (Overall): A delayed projectile, like missiles, but won't follow. It is fired as-is, from point A to B, if you are not there, you won't get hit. Eve already has the mechanics for this (bombs). It's resolution determines how further AoE damage you get. It has very fast rate of fire and consumes your ammo like there is no tomorrow (overloading it makes sure this will happen) Playing more angular game will help you to survive. All flaks have very long falloff and should have a short optimal. If enemy is burning towards you from 100km without changing it's direction or speed, they will have trouble. If they just choose to orbit you @ 10km and saying "haha this smartbomb dominix is going to die with this 40 frigates", and if there is a flak equipped, watch the show. - Flaks also have explosion velocity like missiles, but much faster. - Explosion radius is lower than missiles. - Travel velocity is faster than missiles, but lower than projectile ammo (visible while travelling), so the closer you are to the flak owner, the harder to escape by manuavering. - Flaks' damage is joke when only one equipped. It should get exponentially more dangerous when you equip more and more (like when 8 frigate is much dangerous against a battleship than only one, the reverse role). So, each flak cannon you equip increases flak damage and explosion radius something like 1.75x, changes with meta of item. - Flaks can be equipped with all types of damage. EMP/Therm/Kin/Exp. - Tech II flak cannons can be equipped with webber ammo, when explodes in area, slows the targets for very short amount of time. (Since it is launched very rapidly, it can apply this one after another) - Because of their fast rate, they should consume a lot of powergrid. - Since it is only fire&forget gun, it should consume little cpu. - Reloading ammo bay of an empty flak gun should take long time (20-30 secs). - Its ammo bay should be big. --High Slot-- 40mm flak cannon (can be fit on destroyers) 80mm flak cannon (can be fit on cruisers) Dual 80mm flak cannon (battlecruiser) Quad 80mm flak cannon (battleship) Octuple 80mm capital flak cannon (capital ships) For working modern physics, I highly suggest checking the flak frigate, flak destroyer, cruiser with flak cannons, battlecruiser/battleships with rapid sweeper systems(flaks) and finally mothership (capital ship) with rapid sweeper system in latest homeworld 2 complex mod. Here is a link to very short youtube video where a battlecruiser is battling against corvettes (a carrier vs fighters/frigates equavalent for eve): Flak fightI raped a lot of BS while roaming with tons of frigs. There is something missing in the game. A fearsome feeling. A feeling that reminds me the danger of approaching to bigger hulls. Drones shouldn't be the only answer. A "battleship" should have much more gun slots. More generalized, the bigger the ship, the more it can(should) equip. Not only 400 resolution guns, also smaller gun slots. "Fear from the big fish" concept shouldn't be destroyed while keeping "protect the small guy so they can enjoy". There must be tools for those who are using big hulls against massive surround situations. I don't say everyone in a bs hull should kill everything smaller, but not being able to touch frigates with a ship geared for "battle" makes me wonder... Back to the concept, flaks might make this game a little bit more challenging when considering battles like tons of small ships to larger types of ships. It is one more way (or tool) to defend what seems "undefendable".
"More generalized, the bigger the ship, the more it can(should) equip." Yes, this is the logic i had..when i started to play EVE i thought the titan would have a shitload of turret slots available..disappoint was enormous. I want a titan with 16 small turrets turrets, 12 medium, 8 large and 6 capital :))) and many flaks available. |

Bender 01000010
EVE-RO Fidelas Constans
5
|
Posted - 2012.06.25 11:17:00 -
[1128] - Quote
Drones as trojan horses
Next expansion drone based - EVE Online: Throng :)) |

Andy Landen
Exploring Eagles
52
|
Posted - 2012.06.25 12:23:00 -
[1129] - Quote
Cardano Firesnake wrote:Andy Landen wrote:Stealth Systems Enhancer rig - Calibration 200 - 99% reduction to the CPU need of the Covert Ops cloaking device. - Electronics Superiority Rigs Stealth Jump Drive rig - Calibration 100 - Gives the ability to jump through a Covert Jump Portal Generator - Electronics Superiority Rigs Stealth Signature Absorber rig - Calibration 150 - Reduces the ship's signature radius by 10% - Astronautic Rigs Black Ops Cloaking Device - High slot - Fits to Black Ops ships and allows them to warp while cloaked. No penalties to scan resolution or speed. Scan Absorption Paint - low slot module - Reduces sig radius by 10% - passive module Scan Suppression System - medium slot module - Reduces sig radius by 20% - active module (same cap needs as ECCM medium slot modules) Oh yes lets make a game where nobody can find nobody and where no weapon can hit... I would love to fly a Covert Ops Harbinger with a cruiser signature ;-) Perharps, the T2 covert ops would become useless, but nevermind.
Dude, when there are things worth doing uncloaked and things worth fighting for, you'll get your fights. Stop being such a worry wart. |

Wessler
Havoc Violence and Chaos BricK sQuAD.
9
|
Posted - 2012.06.25 13:00:00 -
[1130] - Quote
Name: Covert Mobile Reaction Bomb
What is it: a anchorable object that requires haulers etc. to deploy (maybe around 10k m3).
What does it do: Before onlining it it need to be confiqured. Different factors can be modulated such as blast radius and timer.
-Expanding the blast radius- reduces blast damage
-Longer timer- Higher blast damage (minimum timer 30min, longest 6h) (reaction allowed to reach maximum potential)
A 6h timer would result in quite significant blast.
Once online the bombs cloak and timer starts. When the timer is over the bombs decloak and give a 5sec timer and then explodes.
-Different Damage type according to race and type of bomb.
This will allow for tactical deployment of assets to help with predictable timers etc. Could be used both defensively and aggressively. 2-3 Bombs if this type would be able to kill fighters/fighterbombers given sufficient reaction time.
-It would be up to you to make sure the hostiles would be there at the right time.
Counters:
Energy neutrilizing bombs (as in the ones stealth bombers use) would disrupt the energy needed to keep the bomb cloaked. Causeing them to decloak and they become lockable and destroyable. If not aggressed or locked the bomb would recloak once sufficent capacitor would regenerate (30 sec).
|

Griffin Omanid
IntersteIIar Moneymakers
0
|
Posted - 2012.06.25 16:35:00 -
[1131] - Quote
Provoking Moduls
Description: Forces an hostile ship in your close area to target you.
How it works: The modul range will last from 10 km (meta 0) over 15 km (meta 5) to 20 km (officer). When an hostile ship get into this range it will start to target your ship, and can-¦t unlock your ship. If an Enemy allready have his maximum targets locked (either because of skill or ship-electronics), he will unlock the target with the lowest signature and then lock your ship.
Reason: In EVE you have in Group-PVP-Fights no real use for tanks, because there is no reason for your opponents to target you. With this modul you can easily protect an smaller weaker targets like logistics, miners or reacons, by making them loose them as a target. But this modul wouldn-¦t be as evil as ECM because your opponent can still try to fight a heavy tanking ship.
It would also be nice if capitals would get an role bonus for the range, and there would be included some Tech 2-BS, with the specialisation in tanking (I just call them Juggernauts) which also will have an range bonus for these Provoking modules.
|

hired gunman
Knights of Neraka
3
|
Posted - 2012.06.25 21:18:00 -
[1132] - Quote
A passive module that makes you invulnerable to Cap attacks but reduces your capacitor regeneration.
EDIT* ALSO A TIME DIALTION DEVICE you guys have already created the technology lets put it in module form a device that slows down time system wide! |

qwanza
Seven Minutes To Midnight.
0
|
Posted - 2012.06.25 21:32:00 -
[1133] - Quote
How about, an anti-cloak bubble. Let it be deployable like the warp disrupter bubbles on a dictor. only about 10km in radius, and you cannot activate it within a warp disruption bubble? |

Olodn
The Scope Gallente Federation
0
|
Posted - 2012.06.25 22:32:00 -
[1134] - Quote
Clone assault drone.
Drone attaches itself to target ship, quickly creates a contract for dusties to wreck/capture target ship. |

Shivanthar
Angels Of Death EVE Mayhem.
1
|
Posted - 2012.06.26 08:06:00 -
[1135] - Quote
I had a feeling that this was suggested before, but anyway, how about marine frigates?
Marine Frigate, Base stats H:300, A:200, S:200, signature: 29 m2. 1 high slots 2 med slots 1 low slots Marine Bay Capacity: 10 marines (upgradable with skills) cpu and powergrid is low for an afterburner or mwd.
Role Bonuses: - Can attach to any cruiser or bigger ship with its strong magnets. - Can equip Hull Penetration Laser
Attach bonuses: - %15 to 75 decreased agility to attached ship - Speed penalty to Cruisers: %75, Battlecruisers: %60, Battleships: %45, capitals: %30, supercaps: %15 - Target ship will unable to use warp systems of "any" kind, including mwd. - Only one marine frigate attachment per target is possible. - Marine frigate cannot be shot by guns of any kind. Only drones/fighters will be able to shoot after attachment.
High Slot Item: Hull Penetration Laser I - Charge: Marines - Can only target cruiser class or bigger ships. - Can only target ships which host frigate attached succesfully. - When activated, starts penetrating hull of attached ship. Depending on ship size, penetration time is varied between 2 min - 10 min. - After penetration, marines will be sent from marine bay, overtake time is [target ship crew / marine count] minutes. - Marines are consumed during the process.
After successful overtake, target ship's player will be ejected from the ship and unable to board back again next 15 minutes.
This frigate is useless and very fragile by itself. It needs very strong fleet communication in order to survive and overtake. |

Lady Hanguko
Suicide Lemmings
0
|
Posted - 2012.06.26 12:30:00 -
[1136] - Quote
Sure, I have one idea : nano-disassembly cloud High slot module. Slowly eats away at a target, shutting down or overheating enemy modules the longer the enemy envelops. An EMP pulse to counter and kill the nano-drones. Simple, fun. |

Andy Landen
Exploring Eagles
52
|
Posted - 2012.06.27 03:00:00 -
[1137] - Quote
Shivanthar wrote:I had a feeling that this was suggested before, but anyway, how about marine frigates?
Marine Frigate, Base stats H:300, A:200, S:200, signature: 29 m2. 1 high slots 2 med slots 1 low slots Marine Bay Capacity: 10 marines (upgradable with skills) cpu and powergrid is low for an afterburner or mwd.
Role Bonuses: - Can attach to any cruiser or bigger ship with its strong magnets. - Can equip Hull Penetration Laser
Attach bonuses: - %15 to 75 decreased agility to attached ship - Speed penalty to Cruisers: %75, Battlecruisers: %60, Battleships: %45, capitals: %30, supercaps: %15 - Target ship will unable to use warp systems of "any" kind, including mwd. - Only one marine frigate attachment per target is possible. - Marine frigate cannot be shot by guns of any kind. Only drones/fighters will be able to shoot after attachment.
High Slot Item: Hull Penetration Laser I - Charge: Marines - Can only target cruiser class or bigger ships. - Can only target ships which host frigate attached succesfully. - When activated, starts penetrating hull of attached ship. Depending on ship size, penetration time is varied between 2 min - 10 min. - After penetration, marines will be sent from marine bay, overtake time is [target ship crew / marine count] minutes. - Marines are consumed during the process.
After successful overtake, target ship's player will be ejected from the ship and unable to board back again next 15 minutes.
This frigate is useless and very fragile by itself. It needs very strong fleet communication in order to survive and overtake.
I don't know if anywhere else have uses for this, but finally, "passengers" will mean something and maybe there will be a passenger bay which player can bring marines into it to defend against this frigate. If you have more soldiers, marine frigate will fail to overtake your ship. How many soldiers you can board will depend on your soldier management skills (a new skill?)
Is this another opening for DUST 514? Should probably have a requirement that the target ship be moving no faster than 5 m/s because attaching to a ship at high speed is extremely dangerous. There is always the issue of getting through the shields when even a carrier hitting a frig while dropping out of warp cannot get through its shields to cause hull damage.
That said, I disagree about the warp/MWD disabling and about the limit on number of frigate attachments limitation. The Marines should cause ship damage in the form of heat damage and structure damage as the fight progresses. In addition to the frigate attaching to the ship, drones could carry the Marines to the target ship and attach themselves to it, and then return to pickup another Marine. Light carries 1, medium 2, and heavy drone carries 3 Marines. |

hired gunman
Knights of Neraka
6
|
Posted - 2012.06.27 03:50:00 -
[1138] - Quote
Andy Landen wrote:Shivanthar wrote:I had a feeling that this was suggested before, but anyway, how about marine frigates?
This frigate is useless and very fragile by itself. It needs very strong fleet communication in order to survive and overtake.
I don't know if anywhere else have uses for this, but finally, "passengers" will mean something and maybe there will be a passenger bay which player can bring marines into it to defend against this frigate. If you have more soldiers, marine frigate will fail to overtake your ship. How many soldiers you can board will depend on your soldier management skills (a new skill?) Is this another opening for DUST 514? Should probably have a requirement that the target ship be moving no faster than 5 m/s because attaching to a ship at high speed is extremely dangerous. There is always the issue of getting through the shields when even a carrier hitting a frig while dropping out of warp cannot get through its shields to cause hull damage. That said, I disagree about the warp/MWD disabling and about the limit on number of frigate attachments limitation. The Marines should cause ship damage in the form of heat damage and structure damage as the fight progresses. In addition to the frigate attaching to the ship, drones could carry the Marines to the target ship and attach themselves to it, and then return to pickup another Marine. Light carries 1, medium 2, and heavy drone carries 3 Marines.
Is the purpose of this to end Titan battles quicker? or even capture Titans? or captil ships. |

Grath Telkin
Sniggerdly Pandemic Legion
775
|
Posted - 2012.06.27 11:25:00 -
[1139] - Quote
Correct me if I'm wrong but you accidentally put new mods in the game then took them out, they were GOOD mods, they opened up huge realms of possibilities and screamed good things.
Why would you remove them? Because it wasn't part of some named expansion?
Its stunning that one of the good things you've done lately was an accident and then you went and un-did it, as stunning as that move was.
Put the high slot target painter back, and while you're at it give us a high slot damp and tracking disruptor as well.
Ok good talk make it work. |

Shivanthar
Angels Of Death EVE Mayhem.
2
|
Posted - 2012.06.28 12:38:00 -
[1140] - Quote
hired gunman wrote:Andy Landen wrote:Shivanthar wrote:I had a feeling that this was suggested before, but anyway, how about marine frigates?
This frigate is useless and very fragile by itself. It needs very strong fleet communication in order to survive and overtake.
I don't know if anywhere else have uses for this, but finally, "passengers" will mean something and maybe there will be a passenger bay which player can bring marines into it to defend against this frigate. If you have more soldiers, marine frigate will fail to overtake your ship. How many soldiers you can board will depend on your soldier management skills (a new skill?) Is this another opening for DUST 514? Should probably have a requirement that the target ship be moving no faster than 5 m/s because attaching to a ship at high speed is extremely dangerous. There is always the issue of getting through the shields when even a carrier hitting a frig while dropping out of warp cannot get through its shields to cause hull damage. That said, I disagree about the warp/MWD disabling and about the limit on number of frigate attachments limitation. The Marines should cause ship damage in the form of heat damage and structure damage as the fight progresses. In addition to the frigate attaching to the ship, drones could carry the Marines to the target ship and attach themselves to it, and then return to pickup another Marine. Light carries 1, medium 2, and heavy drone carries 3 Marines. Is the purpose of this to end Titan battles quicker? or even capture Titans? or captil ships.
--- Of course no, the purpose is to add a new toy to enjoyment arsenal. And Andy was also right. In homeworld 2 complex mod, marines are sent with small capsules through to target hull. These are small things to think of. the big picture is, if you are in a 10.000 passengered "solo" titan floating in the space, waiting 500-1000 minutes to be captured by a marine frigate, so be it :). The idea is not to finish big guys off easier. The idea is to "watch around" more. |
| |
|
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 .. 65 :: one page |
| First page | Previous page | Next page | Last page |