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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
sprototles Ganzo
Eternal Darkness. Fatal Ascension
1
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Posted - 2013.09.22 07:25:00 -
[1921] - Quote
I think EVE is not realistic in this way...
I really dont like that capital ships are weak against group of small/medium ships.... I know that only stupid players will face solo in titan against 50 frigates but it may happened :D
Thats why i would like to see DEFENSIVE RIGS of medium, large and capital size
Lets compare titan with something really big from real world.... maybe with battleship Yamato Both have big guns that can kill everythink in few seconds... but Titan cant face small ships, Yamato can because it have lots of turrets that can defense him
This ship modification is designed to increase a ship's defense at the expense of the ship's CPU capacity, POWERGRID capacity and CAPACITOR capacity. (Drawback -10 % to all) DEFENSIVE RIGS will allow you add another group turrets/launchhers on your ship this way:
CAPITAL DEFENSIVE RIGS 2 large turrets/launchers or 4 medium turrets/launchers or 8 small turrets/launchers
LARGE DEFENSIVE RIGS 2 medium turrets/launchers or 4 small turrets/launchers
MEDIUM DEFENSIVE RIGS 2 small turrets/launchers
your skills (like torpedo skills or whatever) will not boost damage of this rigs you can choose only TECH1 modules and TECH1 ammo
Like or improve my idea if you like it :) (Sorry for incorrect english )
... or maybe it may be good as subsystem to every ship...depend on YOU ! |
Caleb Seremshur
Angel of War Game 0f Tears
90
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Posted - 2013.09.22 10:23:00 -
[1922] - Quote
Ellendras Silver wrote:Swiftstrike1 wrote:Don't recall if I already posted in here or not. I like the anti-cyno theme, but most ideas put forward are too powerful imo. My version of a "cyno-jammer" would be based on the cyno module itself.
- You'd light it up and your ship would be disabled.
- It would last for 10 minutes and show up on the OV for all to see.
- In addition, the "fuel" would have an extended reload time e.g. 15 minutes.
there is no need for a cyno fix because there is no problem the ship is imobile for 10 min cant move cant logoff nothing its a sitting duck all you have to do is kill it FFS if you have that much issues with it move to high sec
your rebuttal ignores super tanked battleships and capitals.
maybe make cyno have a spool up time for the ship doing the jump? sort of like MJD and set the base time to like 10s and after all 5 skill 7.5s. In this way a defending force can guarantee itself an opportunity to pop a cyno frigate.
In my humble opinion one of the many balance issues this game has is the disparities between ship classes. Small ships can compete with larger ships even at times where they have no right to. It's a matter of isk commitment. Read my thread here for my thoughts on eve economy https://forums.eveonline.com/default.aspx?g=posts&t=263968&find=unread --- Mining in game, from the perspective of an IRL miner. https://forums.eveonline.com/default.aspx?g=posts&m=3503687&#post3503687 ----á for FW rebalance in 2013 |
dusted007
CHOAM Research. The Brotherhood Alliance
0
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Posted - 2013.09.22 12:08:00 -
[1923] - Quote
Finish the logistic drone, add cap transfert and hull rep drones |
Smug face Makbema
Hedion University Amarr Empire
1
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Posted - 2013.10.31 13:37:00 -
[1924] - Quote
Automated missile bays
Rig thatGÇÖs cuts the missile reload time
T1: would be 2 seconds shorter reload time T2: Would be 3 seconds shorter reload time
Benefits would be a tiny bit better overall DPS and the ability to save time switching ammo types for intense PVP use.
It would also help a `bit whit missile launchers having a small amount of ammunition loaded, and enhancing the usefulness of missile selectable ammo usage.
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Denson022
Defiance LLC
4
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Posted - 2013.11.03 01:19:00 -
[1925] - Quote
Smug face Makbema wrote:Automated missile bays
Rig thatGÇÖs cuts the missile reload time
T1: would be 2 seconds shorter reload time T2: Would be 3 seconds shorter reload time
Benefits would be a tiny bit better overall DPS and the ability to save time switching ammo types for intense PVP use.
It would also help a `bit whit missile launchers having a small amount of ammunition loaded, and enhancing the usefulness of missile selectable ammo usage.
+1 |
Soledad Chang
Apollos Armada
0
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Posted - 2013.11.09 18:17:00 -
[1926] - Quote
I have been trying to come up with a reasonable Point-Defense System module for destroyer class and up. Frigs might be able to use this as a serious upgrade to dps, if the ability as limited, however, I think i have a workaround for that issue entirely:
make the pds AI-controlled.
Stats should be similar for each size, make it a high or mid-slot, and give it a low cap-drain factor. Should be a projectile turret I think, as these naturally have the lower cap needs, and higher rate of fire.
You could even make the turrets small enough that they would be the same for each class, yet increased ship size means increased number of turrets per module.
The AI would target drones, missles, and maybe even attempt to shoot Rail rounds. Totally ineffective against lasers, but there could be a reflective chaff-type system for reflecting lasers.
In theory, you could even take this a step further, and create a defensive ship designed specifically to counter wolf pack type attacks on larger ships. But, if this design were to be implemented, then it would need to be a cruiser/destroyer class vessel.
Possibly a PDS drone type? Targetable to guard specific friendly targets? |
Willaev
KINGS OF EDEN Sev3rance
21
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Posted - 2014.01.29 14:35:00 -
[1927] - Quote
Small, Medium, Large Isotope Neutralizer/Nosferatu. Functionally similar to energy neuts/nos, but drains fuel isotopes from capital fuel bays.
1 or 2 would have little effect on a capital's ability to jump or use other modules (Titan Doomsday) in a reasonable amount of time, but dozen(s) would drain enough over time to decrease jump range or prevent a capital from jumping at all, or using other modules that require isotopes once dry.
The Isotope Nos would allow for the transfer of isotopes from one capital fuel bay (the target) to another.
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Kadazer
GAZNOROCK Inc. GANOR INC.
45
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Posted - 2014.01.30 22:55:00 -
[1928] - Quote
Missile barrage pod Fires a swarm of guided missiles at all targeted ships within range. It fires a maximum amount of missiles per ship and a maximum amount overall. It has to reload after one shot for a longer time. |
Kadazer
GAZNOROCK Inc. GANOR INC.
45
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Posted - 2014.01.30 23:19:00 -
[1929] - Quote
Nanite Cannon Fires nanite loaded projectiles which explode on impact and release an aggressive nanite swarm. The initial damage is not very high but ships attacked by the nanites take constant damage. The nanite swarms fade over time. All active nanites attack the last by the cannon hit ship. Depending on the nanite type the damage type done differs. |
Corraidhin Farsaidh
Hello-There
156
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Posted - 2014.01.30 23:37:00 -
[1930] - Quote
Example for meta I 200mm AoN Plate
Fitting: Low slot Power: 6 MW CPU: 26 tf
HP bonus: 200 HP Armour resist: 12.5% across the board
Mass addition: 80000 Kg
The idea of this module is that non-essential areas (crew quarters, passenger quarters, bits and pieces of superstructure, holdspace) etc) Have no impact on vessel performance in combat if they are perforated/incinerated. Armour plate and nano-membrane performance enhancements are concentrated purely over those critical areas most required.
Basic Principles: Total weight of armour is less as less plate is used Raw HP bonus is less as less plate is used Resistances are boosted as plate and nano-membranes are focused on critical areas.
This module does not perform as well as armour plate and EANM together, but has a lower mass, therefore impacts speed and agility less. |
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sprototles Ganzo
Brutor Tribe Minmatar Republic
2
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Posted - 2014.02.18 09:05:00 -
[1931] - Quote
OVERHEAT DRONES !!! My ideas....pls chceck them :) https://forums.eveonline.com/default.aspx?g=posts&m=3643317#post3643317 https://forums.eveonline.com/default.aspx?g=posts&m=2588345#post2588345 |
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