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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Balor Haliquin
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Posted - 2007.12.13 21:54:00 -
[1]
This is a simple idea for a new class of Command ships based off of the Tier 3 battleship. Now before everyone freaks out and starts spaming me with how much it would do this or that, I'm just putting forth the idea, that is all.
What purpose would it serve to gap? What niche would this ship fit in, why it would be simple, its a bigger version and slightly more survivable form of the basic command ship. What i was intending to do with it is make Battleships combat effective against other T2 ships like Heavy Assault Ships and Command Ships, but at the same time don't make them instant wind buttons for eve.
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Balor Haliquin
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Posted - 2007.12.13 21:55:00 -
[2]
Flagship Flagships are designed for use in large fleet combat situations, Designed to be the central command vessel for entire fleets in a single system. They relay on their massive defenses to make sure that they stay in the fight and support the fleet for as long as possible. Ships of these types are expensive to field but give a fleet unprecedented tactical advantages. Not to mention superior firepower and combat capabilities.
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Balor Haliquin
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Posted - 2007.12.13 21:56:00 -
[3]
AMARR Name: Requiem Hull: Abaddon Role: Fleet Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 5% bonus to Large Energy Turret damage per level, 5% bonus armor Resitances per level Flagship Bonus: 5% reduction in Large Energy Turret Capacitor cost per level, 5% bonus to Large Energy Turret rate of fire Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels
Fitting slots: 8/4/8/2 Power Grid: 2100 CPU: 560 Hardpoints: 8 Turret/0 Launcher Shield HP: 6850 Shield Resitances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resitances: 60/35/37.5/35 Hull HP: 8000 Velocity: 120m/s Drone Bay: 75m^3s Drone Bandwith: 75 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capcity: 6375 Capacitor Recharge: 1,250.00sec
Name: Oblivion Hull: Abaddon Role: Fleet Command Ship
Developer: Khanid Inovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 10% bonus to Torpedo velocity per level, 5% bonus to armor Resitances per level Flagship Bonus: 10% bonus to armor hit points per level, 3% bonus to effectiveness of armored warfare links moduel per level Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels, activate 3 warfare link moduels simultaniously
Fitting slots: 8/5/7/2 Power Grid: 2100s CPU: 560s Hardpoints: 2 Turret/8 Launcher Shield HP: 7350s Shield Resitances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150s Armor Resitances: 60/20/25/35s Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwith: 100 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capcity: 6375s Capacitor Recharge: 1,250.00sec
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Balor Haliquin
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Posted - 2007.12.13 21:58:00 -
[4]
CALDARI Name: Tsuname Hull: Rokh Role: Fleet Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 10% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resitances per skill level Flagship Bonus: 5% bonus to Large Hybrid Turret rate of fire per level, 5% bonus to Large Hybrid Turret capacitor requirement per level Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels
Fitting slots: 8/6/5/2 Power Grid: 15000 CPU: 780 Hardpoints: 8 Turret/2 Launcher Shield HP: 9000 Shield Resitances: 15/60/40/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resitances: 60/10/25/45 Hull HP: 8000 Velocity: 115m/s Drone Bay: 50m^3 Drone Bandwith: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capcity: 6000 Capacitor Recharge: 1250.00sec
Name: Oni Hull: Rohk Role: Fleet Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 10% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resitances per skill level Flagship Bonus: 5% bonus to Large Hybrid Turret optimal range per level, 3% bonus to seige warfare link moduel effectiveness per level Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels, activate 3 warfare link moduels simultaniously
Fitting slots: 8/6/5/2 Power Grid: 15000 CPU: 780 Hardpoints: 8 Turret/4 Launcher Shield HP: 9000 Shield Resitances: 15/60/40/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resitances: 60/10/25/45 Hull HP: 7750 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwith: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capcity: 6000 Capacitor Recharge: 1250.00sec
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Balor Haliquin
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Posted - 2007.12.13 21:59:00 -
[5]
GALLENTE Name: Athena Hull: Hyperion Role: Fleet Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to Large Hybrid Turret damage per level, 5% bonus to Large Hybrid Turret falloff per level Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels
Fitting slots: 8/5/7/2 Power Grid: 15750 CPU: 600 Hardpoints: 8 Turret/1 Launcher Shield HP: 7000 Shield Resitances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resitances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwith: 100 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capcity: 7200 Capacitor Recharge: 1500.00sec
Name: Artimus Hull: Hyperion Role: Fleet Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: +25m/3 to drone bay size per level, 3% bonus to information warfare link moduel effectiveness per level Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels, activate 3 warfare link moduels simultaniously
Fitting slots: 8/6/6/2 Power Grid: 15750 CPU: 600 Hardpoints: 8 Turret/1 Launcher Shield HP: 7000 Shield Resitances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resitances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwith: 100 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capcity: 7200 Capacitor Recharge: 1500.00sec
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Balor Haliquin
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Posted - 2007.12.13 22:00:00 -
[6]
MINMATAR Name: Confligration Hull: Maelstrom Role: Fleet Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost ammount per level Flagship Bonus: 5% bonus to Large Projectile Turret damage per level, 5% bonus to Large Projectile Turret falloff per level Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels
Fitting slots: 8/6/6/2 Power Grid: 21000 CPU: 640 Hardpoints: 8 Turret/3 Launcher Shield HP: 7500 Shield Resitances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resitances: 70/10/25/35 Hull HP: 8500 Velocity: 115m/s Drone Bay: 100m/3 Drone Bandwith: 100m^3 Cargo Bay: 550 m^s Capacitor Capcity: 6000 Capacitor Recharge: 1250.00sec
Name: Halbred Hull: Maelstrom Role: Fleet Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost ammount per level Flagship Bonus: 7.5% bonus to Large Projectile Turret trcaking velocity per level, 3% bonus to scermish warfare link moduel effectiveness per level Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels, activate 3 warfare link moduels simultaniously
Fitting slots: 8/7/5/2 Power Grid: 21000 CPU: 640 Hardpoints: 8 Turret/3 Launcher Shield HP: 8150 Shield Resitances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resitances: 70/10/25/35 Hull HP: 8500 Velocity: 115m/s Drone Bay: 100m/3 Drone Bandwith: 100m^3 Cargo Bay: 550 m^s Capacitor Capcity: 6000 Capacitor Recharge: 1250.00sec
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Balor Haliquin
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Posted - 2007.12.13 22:31:00 -
[7]
My appologies, the abaddon should say 21000 power grid. Th reason i didn't want to give the the CreDron ship more Mgbits/sec than 100 was to prevent it from being the gank ship of the world. With 125 it could field nothing but heavies, so instead i gave it a sustanible flow of drones.
And yes my intention was to bridge the gap between Command ships and Capital class ships. The combat ready one for dreads, and the electronics one for carriers.
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Balor Haliquin
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Posted - 2007.12.13 22:53:00 -
[8]
I would like to avoid making the be all end all ship, maybe take on two Battleships at once and have a good chance of comming out on top. Or even two other command ships, but not be a fleet destroying solo ship. Thats why i left all the fitting stats the way they were, so people don't build instant win ships unless they dump a load of cash into the ship.
And Here is the suggested Skill tree for the Flagship. Of course its going to have to change per the ship and the requirements there of.
Primary Skill required > Heavy Command Ship I -> Battleship V -> Command Ship IV -> Spaceship Command V --> Heavy Assault Ship IV --> Cruiser V ---> Assault Ship IV ---> Frigate V
Secondary Skill required > Leadership V -> Weapon Upgrade V -> Advanced Weapon Upgrade III --> Mechanics V --> Engineering V --> Gunnery/Missle V
Tertiary Skill required > Navigation V > Evasive Maneuvering V > Long Ranger Targeting V > Targeting V
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Balor Haliquin
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Posted - 2007.12.13 23:15:00 -
[9]
good point, that would make sence, "Wing Command V" and "Fleet Command I" will do
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Balor Haliquin
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Posted - 2007.12.13 23:44:00 -
[10]
this was exactly my intention, they are tough, but not imortal. As far as DPS they are about 15% better then standard Battleship and about 10% more than a Command Ship.
I was going to try and do all the skill requirements for all of the ships but as it took me about 6 hours of calculating all the stats based off of the Battle Cruiser to Command Ship leap. And doing that for all the races plus balancing bonuses . I decided to just do basic skills that prity much all of the Heavy Command Ships would need. I'll have the full skill requirements that i can come up with as soon as i have free time.
Thanks for the complement on the names. The only one im not happy with is the Minmatar fleet ship, the Halbred just does not seem to do it justice.. was gonna call it the Standard, as in Battle Standard. But alass i went with Halbred for some reason.
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Balor Haliquin
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Posted - 2007.12.14 00:03:00 -
[11]
to be perfectly honest i would like to avoid the bonuses above, im a believer of the K.I.S.S enginieering principle. Or the Keep It Simple Stupid idea. Its a good idea but way to much hassle to balance.
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Balor Haliquin
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Posted - 2007.12.14 00:18:00 -
[12]
Good point, but i think the way i have setup the ships will make it easier for CCP to look at and consider. Besides if trends in pricing for tech 2 ships are to be continued. You are looking at a 500,000,000isk to 750,000,000isk ship. So even more exclusive, but priced right between a tier 3 Battleship (180,000,000isk Abaddon) and a Dreadnought (about 1,000,000,000isk Revelation) of course these pricea are aproximate and subject to huge variability.
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Balor Haliquin
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Posted - 2007.12.14 05:58:00 -
[13]
As far as hull choice, i wanted to keep it in line with other T2 ships of the same type. I would consider doing the upgrade on the Artimus to 125m^3 and 125 Mgbits/sec but i don't want them to become instant gank mobiles that rule everything. Keeping the ship from having the massive wing of drones and ensuring a very good tank makes sure the ship survives longer to do its job in supporting the other ships in its fleet.
The Dominix is already used in the sin. wanted to do it for the Tier 3 battleships.
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Balor Haliquin
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Posted - 2007.12.14 20:15:00 -
[14]
The advantages i thin these ships have
1. They are command oriented ships and thus will help any fleet that is connected to them no matter how big or small. 2. They are more powerful versions of battleships but not overpowered to the point were nothing can kill them. 3. They are very good well rounded platfrom that will help them do the command job they were desighned for.
the disadvatages 1. They will be expensive to buy, train and field properly. 2. They are most certainly going to become the primary target, so keeping them well guarded is going to be a fteets top priority 3. Though they have a slightly better tank and weapon damage, they have no upgradded powergrid and CPU, so you still have the same fitting prblems of the tech 1 versions of the ships. 4. Because of their intrinsic cost they will be a somwhat exclusive ship. And if they are under the "only inventable" theme that CCP is doing, they will be even rarer.
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Balor Haliquin
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Posted - 2007.12.14 21:01:00 -
[15]
here are the revised ships from the list on the previous page that i did up, they have skill requirments now.
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Balor Haliquin
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Posted - 2007.12.14 21:02:00 -
[16]
AMARR Name: Requiem Hull: Abaddon Role: Fleet Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 5% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% reduction in Large Energy Turret Capacitor cost per level, 5% bonus to Large Energy Turret rate of fire Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Armored Warfare Link module effectiveness
Fitting slots: 8/4/8/2 Power Grid: 21000 CPU: 560 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 115m/s Drone Bay: 75m^3s Drone Bandwidth: 75 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 470m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oblivion Hull: Abaddon Role: Fleet Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to armor hit points per level, 3% bonus to effectiveness of Armored Warfare Links module per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/5/7/2 Power Grid: 21000 CPU: 560 Hard points: 4 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 115m/s Drone Bay: 100m^3s Drone Bandwidth: 100 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 470m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link V
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Balor Haliquin
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Posted - 2007.12.14 21:03:00 -
[17]
CALDARI Name: Tsunami Hull: Rokh Role: Fleet Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to Large Hybrid Turret rate of fire per level, 5% bonus to Large Hybrid Turret capacitor requirement per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Siege Warfare Link module effectiveness
Fitting slots: 8/7/5/2 Power Grid: 15000 CPU: 780 Hard points: 8 Turret/2 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 115m/s Drone Bay: 50m^3 Drone Bandwidth: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 500m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oni Hull: Rohk Role: Fleet Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to Large Hybrid Turret damage per level, 3% bonus to Siege Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 15000 CPU: 780 Hard points: 8 Turret/4 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 500m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link V
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Balor Haliquin
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Posted - 2007.12.14 21:03:00 -
[18]
GALLENTE Name: Athena Hull: Hyperion Role: Fleet Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to Large Hybrid Turret damage per level, 5% bonus to Large Hybrid Turret falloff per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Information Warfare Link module effectiveness
Fitting slots: 8/5/7/2 Power Grid: 15750 CPU: 600 Hard points: 8 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 485m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Fleet Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: +25m/3 to drone bay size per level, 3% bonus to Information Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 15750 CPU: 600 Hard points: 8 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 125 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 485m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link V
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Balor Haliquin
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Posted - 2007.12.14 21:04:00 -
[19]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Fleet Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to Large Projectile Turret damage per level, 5% bonus to Large Projectile Turret falloff per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Skirmish Warfare Link module effectiveness
Fitting slots: 8/6/6/2 Power Grid: 21000 CPU: 640 Hard points: 8 Turret/3 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 460m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery III --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Fleet Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 7.5% bonus to Large Projectile Turret tracking velocity per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/7/5/2 Power Grid: 21000 CPU: 640 Hard points: 8 Turret/3 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 460m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link V
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Balor Haliquin
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Posted - 2007.12.14 21:07:00 -
[20]
A small note , the Hyperion base speed is higher than any of the other battleships, so thats why its not the fastest. I forgot to add one slot to the caldari ships, my apologies and thanks for catching that. A changed out a lot of the bonuses to try and make them not so uber any more. And i increased the minmatar by about 5m/s or 10m/s.
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Balor Haliquin
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Posted - 2007.12.14 22:28:00 -
[21]
Thats why i put this up, i would rather it not be an excersise in futility. please tell others to look at this and give their ideas and thoughts, i would like some more constructive critticism.
I, as well, hope to see these in a future patch
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Balor Haliquin
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Posted - 2007.12.14 22:50:00 -
[22]
Im not so sure, i would rather just to the stander colors for the specific factions. Ill honestly take what i can get from CCP. Plus i would rather not threaten lag upon the world of eve.
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Balor Haliquin
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Posted - 2007.12.14 23:25:00 -
[23]
An idea, but again i would just like to see these shi[s make it through to the game before talking about tags on the side of them.
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Balor Haliquin
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Posted - 2007.12.14 23:36:00 -
[24]
Sread the word on EVE. That is what i have been doing, invite people to join the discussion.
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Balor Haliquin
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Posted - 2007.12.15 02:31:00 -
[25]
I would like to know how you came up with the numbers of 90% across the board and 2000DPS tank. I don't want to insult but mearly improve the desighne of the ships.
The drone bays on the ships are actualy the same or only slightly bigger than the standard versions of the ships. So as fars as getting a huge boost to DPS i relay can not see adding more than 200 to a ships DPS.
Now as far as fitting, realize that ships get an extra slot to play with but do not get a boost in their PG or CPU to make that slot a real advantage to the ship. One would eb able to put something with low fitting requirements but thats it.
Also allong with fittings the pilot would still have to make a choice between combat, tank, and support. Note that as far as i can tell, and please point it out if i am mistaken, each ship only gets two bonuses to its damage output. It gets at least one to its tank, and one for any misclianios or racial specific mod. So i realy can not see how it would get out of control on any of the stats.
I gave none of the ships any hit point boost save the Minmatar ones. The Maelstrom had the lowest hit points to beginwith so i gave them 500 i think. Some of the ships got a speed boost. And all of them got their two racial resistances boosted by 15 for the primary and 12.5 for the seconday. The only one that scares me and i will probably attack its stats in the future is the Artimus that has the massive drone bay of doom. But their are point for and against that being the way it is.
These ships would make prity poor solo ships because of their size and speed. Their element is in a fleet or small gang. AS i said before they are on average 15% better tank and 15% better damage. Nothing compared to the HAC and Command Ship.
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Balor Haliquin
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Posted - 2007.12.16 02:47:00 -
[26]
looking for more input into the idea. Please post reactions and suggestions.
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Balor Haliquin
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Posted - 2007.12.17 16:43:00 -
[27]
What my intention was with these ships was not to make a new PvP gank platfrom, but i can not say that people in the game would use them as such. What i was thinking they would be used for is 3 fold.
One was to be used in a role as the flagship or command ship of a fleet or small gang. As such the ship must be suriviable enough to make sure that the ships its is supporting with its modules can save the ship if the flagship is declared primary target. So i decided to give the ship a better tank to help it survival. Also required for the role of flagships, it needed to be able to fulfill the role of a command ship. So i gave the ship the needed bonuses to using warfare link modules.
Second was the idea of the ship being used in high sec wars in the assitance of taking down player owned stations. In that light the ship had to have a way of dealing damage, so it got a bonus to its damage or rate of fire. Either way i made the ships do more damage.
Final was the idea that these ships are evolutions of their base ships. So to show that they are better able to do the job given they got another damage bonus of some kind for some , or another kind of bonus to some part of the ships systems.
As for ensuring that they are balanced, i made sure to keep all of the bonuses to what the base ship was and then look at the command ship bonuses for each race and gave the flagships the same style bonus. There were some changes to the bonuses given to each ship but all in all they are the same. I then went through and made sure that anywhere it said "10% bonus" it was reduced to "5% bonus"
Another comment; it is in my opinion imposible not to compare and contrast between exsiting and proposed ships. I wanted to provide people with examples in a way that i thought would help in the discussion. If one would like a reasoning why these ships have a valid reason to be in the game, then let me try my best to give a reason.
I belive that these ships would provide an important role in the gang and feet warfare area. They are designed to be support ships in the same concept as command ships. These ships are not designed to be just another Heavy Assault Ship. U wanted to create something that would go along with CCP's continuing desire to move away from solo combat and toward groups of ships working together. AS far as these ships being a step between battleships and dreadnoughts, i was refering to the skills required instead of actual power of the ship. These ships are powerful and could take on 1 or 2 dedicated PvP battleships and stand a good chance of winning. But, i belive that the flagship would be more likely to loose engagements, because of how valuble a target it is.
In referance to limiting the number of turret and launcher hard points on the ship. I would rather not. I like the idea of versatility over extreme specialization. Versatility has its own massive failures when it comes to combat. For example, setting up you ship for one sircumstance and then finding youself in another gets your ship destroyed.
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Balor Haliquin
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Posted - 2007.12.17 18:36:00 -
[28]
One of the jobs i had invisioned for them.
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Balor Haliquin
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Posted - 2007.12.18 04:08:00 -
[29]
I don't think battleships would become obsolite because of this ship class. Yes this ship is more powerful and yes it has some greater capabilities that a standard battleship. But two things in my opinion will prevent the battleship from becoming obsolite. First, these ships will be very expensive to get, insure, and fly properly. If anyone is willing to risk a ship like that for every little gank they go on, they have more money that i can possibly imagine. Second, battleships are still very competent ships when flown by people who have the skills to do so. I have no desire to get myself into a Paladin, frankly from what i have scene the Abaddon i fly is a better platform for mission running and, if i could afford to, ganking. As far as the Black-Ops ship is concerned, it nice but not on my list of got to haves. Battleships provide a very good reliable and relitivley cheep way of palying eve.
As far as balance goes, Black-Ops ships have their own very unique set of areas where they are second to none. I was atempting to make a ship that could attempet to be used in a fleet situation, and because of it being a very good target for the rest of the opposing fleet, i was trying to give the ships a reasonable chance of survival. As you will note some of the bonuses i gave to the ships are not a s good as the ships base hull.
I would argue that if one was to make a ship that was nothing but bonuses to gang modules and thats it. No one would fly it because it would die faster than a frigate. Making the ships skill requirements geared toward fleet and wing command was a way of forcing the person skilling for the ship to get into the whole command idea. Not a solo gank platform.
To be honest i have no way of saying that people will not use these ships for anything other than what they are intended for. But that is true of any ship put forth by CCP. All i can do is make a ship that is geared towards a particular job and go from there.
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Balor Haliquin
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Posted - 2007.12.18 23:07:00 -
[30]
A second issue with carriers is the growing debate about what their actual role is. As many people know about the changes that CCP wished to instill upon the carriers about 2 months ago now. They were going to reduce the use of the fighters and also make them less capable of transporting ships and gear in and out of low sec.
To be honest reducing the DPS on these ships means that they may make it into the game but they will almost certainly never be used by players in a widespread manner. I would like these ships to be able to defend themselves and even be able to fight back. Reducing their DPS would ensure that they would be nothing more than over sized and, due to their increased signiture radius and there for the larger amount of damage they would take, very vulnurable targets.
I belive that these ships as they are currently designed are close to filling the role that they are ment for. That is as a command ships and evolution to the battleship platform. But their primary use would be for command and control of fleets. and as such they need to be able to take and deal some damage. Considering there are bound to be ships in the opposing fleet which could wipe the floor with them. I'm speaking of other battleships, which I'm sure would be found in much larger numbers, and even command ships and battlecruisers.
One on one the Combat varients are more than likely to kill a battleship of the same hull, i can admit to that. But the issue is still that of numbers. As i have seen and learned in PvP, there are very few times where the battle is one on one, and when it is, it is very few times that it is the same class verses the same class.
I am starting to like the idea of reducing the number of hard points on the ships that are more directed toward warfare links. Maybe force them to put a gang link of some kind on. But then again, that might have the opposite effect and make people not want to fly that particular varient of the ship.
Hope to hear more ideas about the ships, thanks for the responses so far.
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Balor Haliquin
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Posted - 2007.12.18 23:44:00 -
[31]
Sorry i just had this horrible mental image, when i read minning, of a Flagship decked out with civilian mining lasers.
But yes this is one of the markets that this ship is aimed at.
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Balor Haliquin
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Posted - 2007.12.19 00:03:00 -
[32]
Ahh good point, the ship has more uses than i intended.
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Balor Haliquin
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Posted - 2007.12.19 01:12:00 -
[33]
I just noticed that the Athena has 2 of the same bonuses. I need to change this.
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Balor Haliquin
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Posted - 2007.12.19 17:01:00 -
[34]
These are good ideas, however they do suffer from some problems. First they do not fallow what has been the traditional way CCP has done their ship bonuses. With few exceptions it is primarily the tech 1 ship's bonus plus a new set of bonuses from the varient type. Second the speed change on the ships dose not match with the ships they are based off of. The reason that some of the battleships are faster or slower than the racial normal speed is because they use different tactics to fly. For example the, the Maelstrom is an artillery platform and dose not need speed to close and do damage. The Hyperion on the other hand is set up as a blaster ship, so it needs speed to close. This is not to say that either ship is stuck in that role.
The ideas for the bonuses are already on the ships in some form. The issue becomes the survivability of the ship in combat. Putting a good tank on a ship ensures that it can tank more damage, but if the ship is unable to return fire effectively than it is a good as dead.
Im going to be redoing all the ships soon and will post the new stats. If anyone knows a way to make the stats the front page or put in a link in the new ship stats please tell me.
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Balor Haliquin
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Posted - 2007.12.20 13:58:00 -
[35]
Im going to take some of the suggestions for the ships and redo all of the ship stats. Im going to be removing hard points for most of the ships to get people flying them to use gang warfare links. Also the Tsunami is going to become a missle boat. Other than that all of the ships are getting around 100 powergrid removed to make the fitting of an all guns flagship difficult. The last part im very hesitant on because of the already extremely tight fittings on the ships.
The bonuses for the Athena and a couple of pther ships will be changed to eat into their DPS. At best the new stats will make the Flagship have anly about 5%-10% better DPS than their standard hulls. Before anyone cries wolf, not that now people would have to make a prity hard desison between the 3 main roles of the ship. Are they going to fit it primarily for Gank and forego a good tank and fleet assitance modules, or put a tank on and try to inrease ones survivability that way.
Im trying not to force pleayers into one area or another by the fitting requirements. That is one of the main reasons i hate the new Murauders. So im trying to make something that, though not forcing, is suggesting that theses ships be used more for fleet command rather than gank central.
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Balor Haliquin
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Posted - 2007.12.21 19:04:00 -
[36]
CALDARI Name: Tsunami Hull: Rokh Role: Fleet Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Cruise Missle velocity per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to Cruise Missle Launcher rate of fire per level, 2% bonus to Capacitor Capacity per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Siege Warfare Link module effectiveness
Fitting slots: 8/7/5/2 Power Grid: 14900 CPU: 770 Hard points: 3 Turret/6 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 115m/s Drone Bay: 50m^3 Drone Bandwidth: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oni Hull: Rohk Role: Fleet Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to Large Hybrid Turret damage per level, 3% bonus to Siege Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 14900 CPU: 770 Hard points: 7 Turret/3 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link V
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Balor Haliquin
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Posted - 2007.12.21 19:05:00 -
[37]
GALLENTE Name: Athena Hull: Hyperion Role: Fleet Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 2% bonus to Large Hybrid Turret tracking speed per level, 5% bonus to Large Hybrid Turret falloff per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Information Warfare Link module effectiveness
Fitting slots: 8/5/7/2 Power Grid: 15650 CPU: 590 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Fleet Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: +25m/3 to drone bay size per level, 3% bonus to Information Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 15650 CPU: 590 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 125 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link V
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Balor Haliquin
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Posted - 2007.12.21 19:06:00 -
[38]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Fleet Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to Large Projectile Turret damage per level, 5% bonus to Large Projectile Turret falloff per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Skirmish Warfare Link module effectiveness
Fitting slots: 8/6/6/2 Power Grid: 20900 CPU: 630 Hard points: 8 Turret/2 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery III --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Fleet Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 7.5% bonus to Large Projectile Turret tracking velocity per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/7/5/2 Power Grid: 20900 CPU: 630 Hard points: 7 Turret/3 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link V
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Balor Haliquin
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Posted - 2007.12.23 21:24:00 -
[39]
I actualy have been thinking about removing one of the damage bonuses on the ships for a fleet bonus. Right now I'm trying to get the whole concept evened out in my brain, so expect there to be a new set of stats. Basicaly give the ships something like 3% bonus to Capacitor Recharge rate to all ships in the fleet under the flagships command. Basicely have the bonus effect only the ships directly under the flagship. Per the usual way bonuses work in fleets, or at least thats how i think they work. Let me know what you think.
Amarr = 3% bonus to fleet Capacitor Recharge rate per level Caldari = 3% bonus to fleet Shield Recharge rate per level Gallente = 3% bonus to fleet Armor Hit Points per level Minmatar = 3% bonus to fleet Ship Speed per level
These bonuses would be under the Flagship Bonus section and replace one of the damage boosters.
By the way, thanks for keeping this forum string alive.
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Balor Haliquin
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Posted - 2007.12.23 23:42:00 -
[40]
Actualy if you look at it, i got these stats from the logistics ships and the titans. And as far as that goes this fallows the races very closely. Thats why i did it the way i did. I agree that the Amarr should get the armor bonus. But copnsidering the capacitor use of most Amarr ships, the cap recharge makes more sense for the group. Also consider that Amarr ships get the bonus to Armor Warfare Link modules. Thus they are better tankers than any other race. This would only make the Amarr more survivable.
Secondly, the reduction in the Gallente signiture radius is not consitant with that races bonuses.
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Balor Haliquin
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Posted - 2007.12.24 01:12:00 -
[41]
I would disagree, just because they would get a max of 15% more hit points per ship dose not make the Gallente the armor tanking race of eve. It simply means they have more hit points to run through. Amarr get a much better resistance spread (more evenly distributed) and thus have a batter resistances across the board, and as a general rule they get the resistance bonus. All of which in my opinion makes them better tankers. A bonus to the cap recharge rate would allow them to run an active tank more effectively.
All things considered, these bonuses are on the Titans of the respective races, all though they are significantly higher. I think they will do well to reduce the direct combat effectiveness of the Flagship but make the fleet under them a whole lot more dangerous.
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Balor Haliquin
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Posted - 2007.12.24 22:13:00 -
[42]
AMARR Name: Requiem Hull: Abaddon Role: Fleet Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 5% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 3% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Armored Warfare Link module effectiveness
Fitting slots: 8/4/8/2 Power Grid: 20900 CPU: 550 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 115m/s Drone Bay: 75m^3s Drone Bandwidth: 75 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oblivion Hull: Abaddon Role: Fleet Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 3% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/5/7/2 Power Grid: 20900 CPU: 550 Hard points: 3 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 115m/s Drone Bay: 100m^3s Drone Bandwidth: 100 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link V
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Balor Haliquin
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Posted - 2007.12.24 22:14:00 -
[43]
CALDARI Name: Tsunami Hull: Rokh Role: Fleet Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Cruise Missle Launcher rate of fire per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 3% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Cruise Missle velocity per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Siege Warfare Link module effectiveness
Fitting slots: 8/7/5/2 Power Grid: 14900 CPU: 770 Hard points: 2 Turret/7 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 115m/s Drone Bay: 50m^3 Drone Bandwidth: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oni Hull: Rohk Role: Fleet Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 3% bonus to fleet member's maximum Shield Hit Pionts per level, 3% bonus to Siege Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 14900 CPU: 770 Hard points: 7 Turret/2 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link V
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Balor Haliquin
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Posted - 2007.12.24 22:14:00 -
[44]
GALLENTE Name: Athena Hull: Hyperion Role: Fleet Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 3% bonus to fleet member's maximum Armor Hit Pionts per level, 5% bonus to Large Hybrid Turret falloff per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Information Warfare Link module effectiveness
Fitting slots: 8/5/7/2 Power Grid: 15650 CPU: 590 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Fleet Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 3% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 15650 CPU: 590 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 125m^3 Drone Bandwidth: 125 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link V
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Balor Haliquin
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Posted - 2007.12.24 22:15:00 -
[45]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Fleet Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 3% bonus to fleet member's Signiture Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Skirmish Warfare Link module effectiveness
Fitting slots: 8/6/6/2 Power Grid: 20900 CPU: 630 Hard points: 8 Turret/2 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery III --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Fleet Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 3% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/7/5/2 Power Grid: 20900 CPU: 630 Hard points: 7 Turret/3 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link V
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Balor Haliquin
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Posted - 2007.12.24 22:19:00 -
[46]
Here is the revised mission statement for the Flagship (Heavy Command Ship)
FLAGSHIP Flagships are designed for use in large fleet combat situations, Designed to be the central command vessel for entire fleets in a single system. They realey on their massive defences to make sure that they stay in the fight and support the fleet for as long as possible. Ships of these types are expensive to field but give a fleet unpresidented tactical advantages. These ships are the pride of any navy in the field.
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Balor Haliquin
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Posted - 2007.12.26 16:15:00 -
[47]
*bump*
Just trying to keep this thread on the front couple of pages. Looking for more input on this subject from new people.
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Balor Haliquin
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Posted - 2007.12.27 03:49:00 -
[48]
Then spread the word please. The only way that any idea has a chance to be recognized is to have people see it and comment on it.
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Balor Haliquin
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Posted - 2007.12.27 17:27:00 -
[49]
Well sol, the concept behind the ships is as a bigger command ship, but more oriented toward command than gank. They are not much better at dealing damage (as far as i can tell) but they make the fleet around them much more dangerous. Turning a set of them into logistics ships would go against the concept of the ships themselves. I'm not saying battleships size logistic ships would be about the nastiest thing to have off your starboard bow, its not a role that these ships can fill. They are ship designed to to be at the core of the command structure of a fleet.
As far as high sec POS warfare is concerned, it would give the fleet the edge to actualy do some damage to a POS in high sec. Considering what the ships were originaly and what they are now. They are much more fleet oriented. My feeling is that turning one into a logistics ship is a job better served by another hull and bonus setup. (Sol... Logistics Domi)
Thanks for the input though, to you and to everyone.
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Balor Haliquin
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Posted - 2007.12.28 16:42:00 -
[50]
As far as i can tell, the way i have the ships currently setup means they will last longer in battle but have very little difference to the overall DPS that they put out over their base hull. To make a good gank platform out of one of these ships looks like it will require the sacrifice of a low slot or two to get the ship to fit good weapon systems. And considering that the only ship in the entire group able to mount a full rack of Guns is the Requiem, and even then its going to sacrifice its bonus low for a module to get the full rack, its realy no different as far as DPS from the standard Abaddon.
If there are any other ideas on how to balance the ships. Please join the conversation. But please point out what is broken and why you think it is.
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Balor Haliquin
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Posted - 2007.12.30 06:42:00 -
[51]
I would like to know what version of the ships you are looking at. The current versions of the ships have the same bonuses, with few exceptions, as their bas ships, plus bonuses that give their fleets more tank and better combat capabilites. Saying that these ships are nothing more than giant HACs is as far as I can tell rather unwarented. The comparison to a carrier as far as training time and cost is as far as i can tell not fair considering the intrinsic cost of training to a carrier and getting all the components put the ship cost well past 2 billion Isk. Also the training time on the ship though long is not nearly as long as that of a carrier.
To be honest i would realy like to see the math behind the claim that the current versions of the ships are capable of dealing double damage over their base hulls. At best they do the same or a little more damage.
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Balor Haliquin
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Posted - 2008.01.02 01:58:00 -
[52]
My initial concept of the ships was to have some veriety for the ships. The Amarr and Caldari get a unique ship in the for of a missle boat and a regular gun boat. For the Minmatar and Gallente its a bit more difficult. Thrying to make two unique varients of the ships and preventing one from becoming a very overpowered version of the base hull is hard. I would like to point out that with some minor bonus exceptions and a few other stat changes these ships fallow the progression for the Command Ships very well.
AS for the damage bonuses that the ships get. I would like to point out that each ship, again with some minor exceptions, fallow the base hull bonuses for each race fairly consistantly.
I would also like to note that as far as solo capabilities go. I would rather not risk my Requiem costing in excess of 500,000,000, in a solo environment. I would however like to use my 150,000,000 isk Abaddon instead. I think that considering the limited, or more limited, fitting stats for the ship, making them a solo platform would net a ship that no single pilot would be willing to fly without the support of a fleet.
Also about the Gallente armor bonus. I honestly can not think of a better bonus that would not make the Amarr armor bonus look like crap. And considering that Amarr are supposed to be the best armor tankers out there, i would rather not continue to nerf a race that has a handful of good ships.
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Balor Haliquin
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Posted - 2008.01.03 17:18:00 -
[53]
I am considering changing the bonus on the Minmatar's Conflagration to be "5% bonus to Large Projectile Turret optimal range per level" instead of to its falloff.
Another change may be the rewrite of the roles for the ships. Under the current heading all they say is "Fleet Command Ship". I would like to be more specific and help stress the difference between the front line combat version, and the more fleet oriented version. The roles will change to the fallowing, or something close to it.
Role: Field Heavy Command Ship Role: Fleet Heavy Command Ship
Also, i would like to know weather people would like them to be known as "Heavy Command Ships" or "Flagships" i will have to change the skill name to match the ship class name. Just some minor technical stuff for now. And as always your sugestions are more than welcome.
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Balor Haliquin
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Posted - 2008.01.04 03:01:00 -
[54]
I would Invite you to read further and also use the links at the beginning to look at the latest version of the ships.
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Balor Haliquin
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Posted - 2008.01.05 15:55:00 -
[55]
I was considering only allowing one flagship per fleet. But, several problems came up with that idea. First, only allowing a single Flagship per fleet seemed extremely artifical in the sense that there is some unwritten rule that dose not work with the in-game fluff or statistics. Yes, there are some items in EVE which are very artificial, like not allowing Dreadnoughts and Carriers into high sec. That ruines the flow of the game in my opinion and I wanted to avoid that if I could. Designating the ship as a Fleet/Wing/Squad commander means that the ships fleet bonuses will then come into effect.
Now I'm not sure how the fleet system works but I'm reasonably sure that a fleet commander only effects those ships directly under his command and not to the entire fleet. And a wing commander only affects those directly in his wing, and so on. Pleas correct me if I am wrong.
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Balor Haliquin
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Posted - 2008.01.06 07:00:00 -
[56]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 5% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 3% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Armored Warfare Link module effectiveness
Fitting slots: 8/4/8/2 Power Grid: 20900 CPU: 550 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 115m/s Drone Bay: 75m^3s Drone Bandwidth: 75 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 3% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/5/7/2 Power Grid: 20900 CPU: 550 Hard points: 3 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 115m/s Drone Bay: 100m^3s Drone Bandwidth: 100 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link V
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Balor Haliquin
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Posted - 2008.01.06 07:01:00 -
[57]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 3% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Missile velocity per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Siege Warfare Link module effectiveness
Fitting slots: 8/7/5/2 Power Grid: 14900 CPU: 770 Hard points: 2 Turret/7 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 115m/s Drone Bay: 50m^3 Drone Bandwidth: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oni Hull: Rohk Role: Theater Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 3% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 14900 CPU: 770 Hard points: 7 Turret/2 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link V
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Balor Haliquin
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Posted - 2008.01.06 07:01:00 -
[58]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 3% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Information Warfare Link module effectiveness
Fitting slots: 8/5/7/2 Power Grid: 15650 CPU: 590 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 3% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 15650 CPU: 590 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 125m^3 Drone Bandwidth: 125 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link V
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Balor Haliquin
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Posted - 2008.01.06 07:02:00 -
[59]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 3% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Skirmish Warfare Link module effectiveness
Fitting slots: 8/6/6/2 Power Grid: 20900 CPU: 630 Hard points: 8 Turret/2 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery III --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 3% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/7/5/2 Power Grid: 20900 CPU: 630 Hard points: 7 Turret/3 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link V
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Balor Haliquin
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Posted - 2008.01.06 18:37:00 -
[60]
The cost as far as ISK per ship is unfortunately up to the markets of EVE. But as for a base cost i would assume it would fallow the trends of the tech 2 ships and be around 500,000,000ISK to 750,000,000ISK. As for mineral costs, i am a combat pilot and have no clue how to begin to wrap my brain around the mineral costs of the ships.
The reason that i made the Flagship have less lock-on range then the Murauders is because the simple fact i would rather not propose a ship that is doing the job of a Murauder better than a Murauder. These ships could do missions but i would rather not render a recently introduced class of ships to the game, completely and utterly obsolete.
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Balor Haliquin
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Posted - 2008.01.09 03:14:00 -
[61]
Thanks for the remarks. im studying the methods behind mineral costs for ship. I hope to have some numbers for the ships as far as cost and required minerals. It is probably going to take me a while to full understand the methods behind CCP's madness. No offence to CCP of course.
In addition I will make re referance sheet for people to look at the exact changes that I have done stat wise for the ships.
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Balor Haliquin
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Posted - 2008.01.09 18:12:00 -
[62]
The Changes to the base ships.
Tech 2 resistance bonuses +15% and +12.5% to the races main tank area. As in, Amarr and Gallente get it to their armor, while Minmatar and Caldari get it to their shields.
Ship bonuses All ships get a bonus from their base ship with some minor exeptions (Artimus, Oblivion, Tsunami). All ships also gain a role and flagship skill bonus. They are labeled as such.
Fitting Bonus All ships gain a fitting slot in either their mids or lows. All ships loose 100 power grid and 10 CPU. Ships also loose hard points for launchers and turrets, though the exact number and specific hard points lost are specific per ship.
Stats Bonus All ships have a larger signature radius and slightly lower sensor capabilities. Their maximum targets number is reduced by one to 6 targets locked at once.
After those blanket modifications each ship should be observed for its own unique bonuses and stats.
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Balor Haliquin
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Posted - 2008.01.09 21:16:00 -
[63]
Well consider this. If i had designed the ships with full tech 2 resistances, the ships would be almost imposible to kill. ensuring that the ships have better resistances makes them tougher but not a wall. Their job is not to be uber gank platforms. They are fleet support ships. As such they come in two versions. The Frontline Command Ships, which is more for getting into the mix with other battleships and combat ready ships. And the second is the Theater command ship, more oriented toward fleet support and does not have the massive combat ability of the front line command ship or even a battleship. As far as the evolution of the Command Ship, in my opinion these ships do a better job than the command ship at supporting the fleet. The Requiem is not a carbon copy of the Absolution, given a new body, but rather an evolution of the concept of a command ship. The power of these ships is not in their solo capability but in their fleet. The fleet around them is going to be much more powerful with one of theses ships commanding the fleet. And that is the intention of the ships. With one of these ships in command of a fleet with a competent pilot, high sec POS assaults become a feasible venture for even the smallest of corperations. And even then the ship is not and can not replace what a standard battleship can do. The battleships is still going to be a better gank platform due to its cost, ease of fitting, and simplicity to skill for. The Flagship is not intended to be a replacement, but rather and adaptation for a more specific role.
As far as limiting the exact weapons that a ship can fit, it is almost imposible by the current version of EVE. All anyone can do is encorage the pilot to fit one type over another.
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Balor Haliquin
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Posted - 2008.01.09 23:40:00 -
[64]
I was considering doing some more specific fleet bonuses but nothing has struck me as a very systematic way of doing it. As of right now these ships are more oriented to ensuring a fleets survivability rather than their hunting ability. I agree that ships with the bonuses like E-War would be nice, but they would also have to be very closely ballanced.
Some of the skills are mention twice because that is the method that eve uses for skill trees. They make no logical sence to me but thats they way they are done.
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Balor Haliquin
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Posted - 2008.01.11 05:37:00 -
[65]
*Bump* trying to keep the topic on top. Thanks to everyone who commented.
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Balor Haliquin
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Posted - 2008.01.11 17:26:00 -
[66]
I would have to agree. I tried to get the ships to work with a new, and somewhat unique, bonus system for e-war. It became way to hard to balance the ships in and out of the group. The idea for a complementary ship for a fleet, like a e-war based recon battlecruiser would work well. But for these ships i have to agree that they have no buisness going into the electronics warfare sector.
As for designing and making specifications for the battlecruiser recon ships, im currently trying to get the Flagship seen and hopefully implemented by CCP. Someone els can tackle those ships.
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Balor Haliquin
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Posted - 2008.01.13 01:16:00 -
[67]
I was considering that but one problem comes with making the flagship based off of the Tier 2 hulls. It steps squarely on the toes of the Murauders. That is something i want to avoid, a ship that dose prity much the same job (mission running) as the "ultimate" mission runner. Someone had sugested that the Caldari Flagship be the raven, but the same issue came up so i think is best to keep them in their own unique hull type.
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Balor Haliquin
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Posted - 2008.01.13 06:09:00 -
[68]
An interesting concept, but i think that would be more oriented to a module. For the ships as they are, they have the use of the warfare link modules. That will help in dealing with giving ships in its fleet better resistances and the like.
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Balor Haliquin
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Posted - 2008.01.14 05:31:00 -
[69]
As i said before, thats an awesome idea for a mod but not a ship function. These ships are to be used for bonuses to fleets and the like. These ships are supposed to make ones fleet more powerful and durable. A system to do as you propose is not in the ships abillites and would be completely out of the current version of EVE's realm.
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Balor Haliquin
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Posted - 2008.01.15 05:02:00 -
[70]
*bump* looking for more people to comment on the subject and hopefully approve it. Please keep the responces comming.
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Balor Haliquin
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Posted - 2008.01.15 17:04:00 -
[71]
As I have said, I like the idea of the bubble but it is more of a module than a ship, and is realy off topic for the concept here. Please by all means make a new thread based around this concept but please keep the discussion on topic.
One of the major sticking points I had was trying to make the Flagships versetile while still keeping them centered in their roles. One way of doing this was to give them slightly different bonuses. For example, the gallente versions of the Flagships have two styles to them. There is the combat oriented "Frontline Command Ship" and the more logistics and rear guard "Theater Command Ship" As such they have to be more oriented for there respective places.
The "Frontline Command Ship" is more of a combat and direct fire ship. It is designed to sit of the combat line with its fleet and slug it out with the enemy. As such it dose not have an electronics and support system that is as effective in the fleet support role. This is why these ships get a bonus oriented to combat and have a massive bonus to just one warfare link. But also realize that they are no more effective in combat as far as damage output than a standard battleship of the same hull class.
The "Theater Command Ship" is more reliant on its supporting fleet to make sure it survives the encounter. More often than not I expect these ships to be in the rear of the lines making sure their fleet is more survivable and deadly in combat. These ships have, by simply putting all the warfare links on their ship, a much better and more effective combat value not only to themselves but to the fleet they support. Their main failure in combat is that they are not as powerful as a standard battleship in combat. If caught alone or with a small fleet they are vulnerable to being overrun.
So in short th reason the two ships have different bonuses is to ballance them within the group, i would like people to use both for their intended purpose and not just one exclusively. A good point to make about the bonuses non the less.
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Balor Haliquin
Amarr
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Posted - 2008.01.15 21:00:00 -
[72]
A thought about the "Frontline Command Ship", they are not as oriented to the command function as i think players would like. I think rather than giving them the same role bonus as the "Theater Command Ship", as in the ability to activate 3 warfare links at once, it should be changed on the role bonus so that they get 10% bonus to any warfare link they put on, as aposed to the current race specific version. So they are better at the overall command function but the "Theater Command Ship" remains the better overall Flagship.
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Balor Haliquin
Amarr
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Posted - 2008.01.16 03:45:00 -
[73]
The difference between a Marauder and a "Frontline Command Ship" version of a Flagship is a rather important one. Marauders are an established ship in the universe of eve so there fore the Frontline Flagship has to work around it.
Marauder are very mission oriented and, as far as I can tell PvP wise, they are extremely damage oriented. They do more damage and can deal with fast ships much better than the Frontline Flagship could ever hope to do. For missioning, they are probably second to none. I say probably because i have yet to fly one and try it for my self.
Frontline Flagships on the other hand are more combat oriented versions of the Flagships. But their true job is still very much fleet support. The power of the ship is not oriented around its firepower but rather its tank and its support capabilities. Granted I have no way of quantifying the true difference between the two. But I think I have done a good job in making sure that the two ships are able to their own seperate jobs.
Note that for missions the Marauder would be fare more capable of soloing the mission given the fallowing. The Marauders are capable of tanking specificly for the mission. The Marauder is also capable of dealing with ships via its web and other functions, the Frontline Flagship is incapable of doing this as effectively as a Marauder. So as far as missions go I belive a Marauder is the best for missioning.
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Balor Haliquin
Amarr
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Posted - 2008.01.16 16:05:00 -
[74]
Here is the fundamental issue facing anyone designing a ship in EVE, you can not force a person to use a ship for its intended purpose, you can only influence the player to use it that way. I have been talking to people in game and they have made some suggestions to do just that. I am going to increase the bonus given by the ships to warfare links from 3% to 5%. They are supposed to be batter at the fleet job than command ships, I suppose I should make them so. Second i will be upping the bonus given to Frontline Command Ships from "10% to (race specific) warfare links" to "15% to warfare links". This should influence players to use the ships for command and control rather than Missioning.
There is no way I can possibly prevent the Flagship from being used in Missions. I honestly hope it is, but used in the fassion of supporting Marauders in L5s. But if i was to try and prevent the Flagship from being used in missions i belive it would become so horribly crippled by highly restrictive fitting stats and ocward bonuses that no one would fly them. I'm trying to make a usable ship for EVE, not a one off special. Not to say anyone was suggesting anything of the sort.
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Balor Haliquin
Amarr
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Posted - 2008.01.16 16:16:00 -
[75]
To be honest i was trying to make a ship that a small corperation could use in high sec for their command and control abilities. I don't see these as uber PvP ships, they may have good tanks but are not more dangerous than their Tier 3 base hulls.
As for a purpose for these ships, i think they have a few. High sec POS takedowns, fleet command and control, evolution to the battleship (in the same way a command ship is for the battlecruiser), stepping stone for the future dreadnought and carrier pilots (in the same way assault ships and heavy assault ships are for battleships, a lot of the skills needed make the battleships much better), and giving a massive boost to combat fleets in small or large fleet battles.
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Balor Haliquin
Amarr
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Posted - 2008.01.17 05:31:00 -
[76]
I am curious as to which version of the Flagships you are looking at. The very first ones are nothing but uber gank platforms, they have since been highly retooled.
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Balor Haliquin
Amarr
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Posted - 2008.01.17 18:27:00 -
[77]
Fist of all I would like to thank you for giving me a good argument on the subject.
POS warfare: I think one of the areas that these ships could help any fleet take down a POS because of the bonuses it gives to the fleet and the added benefit of a battleship tank. As for smaller corperations and alliance it gives them the option of attempting to take down a POS. Ships like the Flagship also make High sec POS take downs a more viable and practical operation, giving the ships in their fleets a better chance of surviving against such targets.
An Evolution to the Command Ship: These ships would be an evolution to the command ships currently in the game. What would they do better? They are far more command and control oriented than the current command ships. They are also based on larger hulls than the original command ships. I belive that makes them an evolution of both the Command Ship and the Battleship. Another item to consider is the fact that the Flagship has a bonus that is given to the fleet regardless to weather or not there are any Warfare Link Modules attached, the command ship does not do this.
Cost: True a Flagship would cost close to 750mil isk, but it is not nearly as much as a carrier or dreadnought. The overall cost to train, build, and outfit a Dreadnought at least is running close to 1.5 to 2 billion isk. The Flaaship would at max (by my estimation) run a person only 900mil to skill, build, and fit. And thats assuming rigs and all tech to fittings.
Flagship Verses Carrier: The carrier is a big combat/logistics/command ship. It dose suffer some drawbacks that the Flagship does not. Carriers are so far not allowed in high sec space, and thus are not able to command. Carriers do not get the command ship role bonus, which Flagships do. And lastly carriers do not get a ship based bonus to any and all ships in their fleet, the Flagship does. So as far as command and control are concerned, the Flagship can do a much better job.
Replace or Enhance: As far as my experience with command ships has gone, though it may be very limited, they seem to be nothing more than enhanced Battlecruisers out to gank everything they come across. Even the field command ships seem to be used toward this end. I am trying to make a ship that will be used by the fleet commander to aid in his fleets ability to deal with the functions of war. To that end i have tried to give the ships bonuses that encourage the use of warfare links. And even reduced the ability of players to fit the ships out as solo gank platforms. For what they are intended for and what players will use them for is beyond my control. I can only hope that commander swill see the value of these ships for what they are designed for.
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Balor Haliquin
Amarr
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Posted - 2008.01.18 00:49:00 -
[78]
First off I agree totally that the last thing EVE needs is a bigger HAC. We have all seen what the Field Command Ship is really used for and what its capabilities are.
For the way the Warfare Links work, I really think they do need a rework. They seem to provide very little incentive on their own to putting them on a ship. Only on ships that give the bonuses do they really come into their own. As for what the modules should be and how they work, that is a discussion for a different thread, which I would be happy to join.
On to your proposal, now i mean no harm by anything here just retort and constructive criticism. The setup you suggest for the ships as far as requirements is almost exactly what the current designs are capable of. With few exceptions to the exact method of the ship in question they are all Command oriented/good tank/long range. They do the same if not less damage than the base hull they are based off of. Your deigns remind me of the marauders that I'm trying to avoid making obsolete. The method you used is almost exactly the concept behind the Marauders, High damage from a few guns/good tank.
One of the main reasons that I did two versions of the same class of ship was because of ensuring there was diversity in the ships. One version of the ship is not going to be able to fill all of the roles that the ship might be tasked with doing. So to ensure that players have options on what the ships can do, and instead of trying to make a Flagship that dose everything, I made two more specialized versions of the ships. For what they are they both are not that much more impressive than the Hull they are based off of with one exception. Their command ability makes them more powerful when the player equips it. Which fills all the roles you have put forth.
There are some changes that I am going to do to them, one of which I am almost certain of is increasing the bonus that all the ships get for their race specific fleet bonus from 3% per level to 5% per level. Second I'm going to change the role bonus on the Frontline Command Ship to 10% to warfare link modules instead of the race specific ones.
Overall very good criticisms of the ships so far.
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Balor Haliquin
Amarr
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Posted - 2008.01.18 16:42:00 -
[79]
By copying the Marauders in form i am afraid that the Flagship will fallow in function. As in the flagship will replace the Marauder in the mission running buisness. Limmiting the ability of players to fit modules is by far one of the most frustraiting and annoying things i have ever seen in eve. Versatility is survivability.
As for the short range and long range versions of the ships for each race i would like to point out that 3 of the races, their versions have different ways of doing damage. For the Amarr; their second ship is a torpedo boat, for the Caldari; they get a rail and missle boat, for the Gallente; they get a rail and a drone boat. I have been trying to think of something creative for the Minmatar but nothing has come to mind. So the ship varients are much more than, one has more damage output than the other. In fact when you get down to it, neither varient really has more damage output than the other. They both get one for of a damage bonus, and thats it.
I think highly restricting the hard points and then giving the ship a massive bonus to damage makes little sence. It seems to me that all it would be doing is threatening the exsitance of the Marauders.
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Balor Haliquin
Amarr
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Posted - 2008.01.18 22:21:00 -
[80]
Flagship are not meant to be "Light Dreadnoughts" in my design. That is a topic for another discussion. The risk of any ship being used fore something other than its intended purpose is a risk that every ship has when it is created. For a light dreadnought and associated modules are a little more complex than theses ships were ever intended to be. Also, as a light dreadnought it would potentialy out damage even a Marauder, but most certainly a standard Battleship. All things considered and adding in what the flagship already dose , I think that the ships would become a seficiantly more dangerous ship than either of intend to have.
As for having two versions, this is assuming a lot from CCP. If they are ever incorperated into the game. And honestly, if I had to dump the two version idea, I would take the bonuses from both and try and make some sort of ship out of that. But working with the Amarr ones, because I know Amarr best, all I have come up with are ships that are super nerfed or amazing too good. I am working on the next version of the ships and i can tell you this, i have removed more hard point for most of the ships. I will probably have them up by monday.
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Balor Haliquin
Amarr
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Posted - 2008.01.20 04:14:00 -
[81]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Missile velocity per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness
Fitting slots: 8/7/5/2 Power Grid: 14900 CPU: 770 Hard points: 1 Turret/7 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 115m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oni Hull: Rohk Role: Theater Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 14900 CPU: 770 Hard points: 7 Turret/1 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link V
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Balor Haliquin
Amarr
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Posted - 2008.01.20 04:17:00 -
[82]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness
Fitting slots: 8/5/7/2 Power Grid: 15650 CPU: 590 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 15650 CPU: 590 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 125m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link V
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Balor Haliquin
Amarr
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Posted - 2008.01.20 04:20:00 -
[83]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness
Fitting slots: 8/6/6/2 Power Grid: 20900 CPU: 630 Hard points: 8 Turret/0 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery III --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/7/5/2 Power Grid: 20900 CPU: 630 Hard points: 6 Turret/5 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link V
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Balor Haliquin
Amarr
|
Posted - 2008.01.21 17:43:00 -
[84]
*bump*
Changes from previous version of the ships
Corrected a stat error in the minmatar ships when it came to their drone bay Removed hard points from all ships except the Requiem. So now all ships can have a maximum of 8 weapons on a ship. Changed Frontline Command Ship role bonus to read "10% bonus to warfare link effectiveness" Changed all ships Flagship bonus from "3% bonus to race specific fleet modifier" to "5% bonus to race specific fleet modifer"
Just so you guys know what happned.
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Balor Haliquin
Amarr
|
Posted - 2008.01.21 19:02:00 -
[85]
Interesting ideas, i am completely against reducing the number of hard points any more than they are now. I feel that if the ships had any less turrets or launchers they would not be able to even defend themselves effectively. Nor would they be able to contribute more to a combat situation.
The idea of making them more fleet oriented must be looked at with caution. It would be very easy to make the ships so powerful in that manner that the ship and its associated fleet would become almost indestructable.
Im very hesitant on reducing the number of varients. I have a hard time trying to figure out how to make the two varients advantages and disadvatages work in on ship without becoming a ship with a massive amount of bonuses and drawbacks.
As far as missioning is concerned, these ships would be no better if not slightly worse than a standard tier 3 battleship.
I will work on a single flagship design that dose the job of both the Frontline and Theater Command ship.
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Balor Haliquin
Amarr
|
Posted - 2008.01.22 20:01:00 -
[86]
The ship designs which you have put forth are extremely powerful. Not in th respect of DPS, but the shier tank these ships are going to be capable of, and by the nature of warfare links, be able to give to the fleet they are commanding. It would not be hard to see ships with tech 2 fittings with tanks that have near 95% resistances, and those with innate armor bonuses to have close to 98%.
My math is not 100% correct because I do not know the exact mechanism that CCP uses to calculate such things. My logic however is the fallowing for the Amarr. A Requiem with max skills for tanking and to pilot the ship, not unreasonable, with 3x Energized Adaptive Nano Membrane IIs, plus 5x Passive Defence Armored Warfare Links. To my calculations that equils aproximately 99%EM 97.5%Explosive 97%Kinetic 97%Thermal. That make a tank on a ship that is very hard to beat even with a fleet pounding it.
Second problem that I desperately want to avoid is the huge amount of bonuses that your ship deigns have. One real easy way to make sure a ship is ballanced is to make the bonus list short and simple. You have 7 bonuses per ship, some Capital ship do not have that many.
Also the fleet bonuses do not match what CCP has show to be the presidence for each race. That being Amarr have cap recharge, Gallente have armor hit points, Caldari have shield hit points, and Minmatar have signature radius reduction.
I do not mean to sound like I am trying to flame you it is simply that I feel you designs are very powerful.
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Balor Haliquin
Amarr
|
Posted - 2008.01.23 16:34:00 -
[87]
I would like to point out that where i got the concept for the fleet bonuses was not based on the Warfare Link Modules at all, but instead from each race's Titan. I understand what each race specializes as far as Warfare Link Modules are concerned. Im sorry i forgot to specify where i got the fleet bonuses that ships get. And as far is that is concerned the bonuses fallow the presidence for the race.
One of the major issues with giving the flagships the bonus of having 1 additional active warfare link and a bonus to the effectiveness of the link is that they will be the absolute best at the job. Im not sure that is what CCP wants or EVE needs. Limiting the number of warfare links that can be active but making them better allows the ship to be more versitile in a dynamic combat situation.
A reduction or bonus to cap use by no means means a bonus to rate of fire. They are two seperate bonuses which have completely different consoquences. An ROF bonus will increase the DPS of a ship but also eat up capacitor faster because of the increased rate of fire. Cap reduction only servers to ensure that cap use is a little more stable and the cap can last longer. Their is no increased damage rate from this. So therefore cap usage is a reduction in the cost of a weapon system not a bonus to its damage. Just because you may be able to fire the weapons for a more sustained period of time dose not make the weapons more powerful.
It is the unfortunate truth that any ship that is ever made will have its fans and critiques. I think that EVE could use a ship that specilizes in the command role, is allowed in high sec, and is based of a battleship chassie. But again that is my opinion. I would like to gank, but in combat i would rather asure the fell victory rather than have a personal kill and have my fleet be completely destroyed.
I can honestly say that i belive that these ship have a place in EVE. I can honestly see what you mean when you say that you think their is no place for a bigger command ship. You raise some very valid points. But i am trying to make an entire class of ships and trying to ballance them with the game mechanics and players styles, not to say you are not trying to do the same. Even then, realize that all this may be a fools earned. It is still up to CCP to look at this an do something with it.
I was thinking of an idea to make them even less gank oriented, by giving all the ships a -25% to Large Turret Tracking.
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Balor Haliquin
Amarr
|
Posted - 2008.01.25 00:53:00 -
[88]
Wow, that was increadibly harsh sir. I would like people to suggest ways that they could be changed and not simply say that theses ships are completely overpowered. I would have to disagree with you on the point of the Flagship being far better than anything els in the area of tech 2 battleships. The Marauders out damage the Flagship by a rather significant amount. The Flagships may or may not be able to out tank the Marauders but I really have no real world way of testing that.
A quick question have you looked at the most recent versions of the ships. They are significantly different and restricted by comparison. And there may yet be more reduction in power. Also consider that it is going to be very hard for any of the ships to fit a full rack of weapons systems on the ships because of the reduced fitting stats.
I am no expert on MMORPGs but I would appreciate a little less in the way calling me a complete fool for balancing and design. I am meerly putting forth an idea.
As for the Flagships job, I can see them as more than just command ships but not as uber gank platforms. They are simply ill suited for the role of solo gank. The base hulls are for more effective and cheeper.
I will probably be reducing the fitting stats and putting in more disadvantages in a future version. But I would rather not throw some random modifier on the ships and not even bother to see if it works for what I intend it to do.
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Balor Haliquin
Amarr
|
Posted - 2008.01.25 16:52:00 -
[89]
First of all, theses ships are not based off of the tier 2 ships but off of the tier 3 ships. So comparing the fitting stats to a Caldari Navy Raven to a Rohk based ship is going to make them look completely unballanced. That ship and its missle bonuses im a little unsure of, it originaly had 6 Launchers hard points at one point, i'm not sure what explosion velocity or missle velocity dose exactly.
I have said that i am against reducing the hard points on ships. but i have done it for all versions of the ships at least once since people suggested that. And considering how much people are complaining about it i am proabably going to do it again. Noting how some of the ships do the exact same damage as the Marauders and i thought i had avoided that.
Noting how the missles for the launchers for the missle boats require a lot less to fit, i have to further reduce the fitting costs of the ships that use only missles. If some one could tell me exactly what the missle bonuses do to a ship then i can have an idea of what bonuses are needed where.
I will try and get the new ships up soon.
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Balor Haliquin
Amarr
|
Posted - 2008.01.25 21:46:00 -
[90]
I am just making a suggestion for eve. It is a concept that I had for a ship. You don't have to like it or even believ that it is solving a problem at all. All I am doing is putting an idea forth for a ship class, nothing more or nothing less. I have also included a set of possible jobs that i might be able to do.
As I said before I am working on the concept and will have some new designs up. If you think the designs are bad and useless, then why do you post here. I already understand you think they are useless and unballanced, there is no need to say it in every post.
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Balor Haliquin
Amarr
|
Posted - 2008.01.26 16:55:00 -
[91]
Note these next few ship designs are not the ones I am going for, they are just to see if I am heading in the right direction. I may even completely remove some versions because the ships are becoming way to similer for their to be a second class. Guess people were right about that plan.
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Balor Haliquin
Amarr
|
Posted - 2008.01.26 16:55:00 -
[92]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness
Fitting slots: 8/4/8/2 Power Grid: 20500 CPU: 530 Hard points: 7 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/5/7/2 Power Grid: 19500 CPU: 530 Hard points: 0 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link V
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Balor Haliquin
Amarr
|
Posted - 2008.01.26 16:56:00 -
[93]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher explosion velocity per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Missile velocity per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness
Fitting slots: 8/7/5/2 Power Grid: 13500 CPU: 750 Hard points: 0 Turret/6 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oni Hull: Rohk Role: Theater Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 14700 CPU: 750 Hard points: 7 Turret/0 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link V
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Balor Haliquin
Amarr
|
Posted - 2008.01.26 16:58:00 -
[94]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness
Fitting slots: 8/5/7/2 Power Grid: 15450 CPU: 570 Hard points: 7 Turret/0 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 14150 CPU: 570 Hard points: 5 Turret/2 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 125m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link V
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Balor Haliquin
Amarr
|
Posted - 2008.01.26 17:00:00 -
[95]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness
Fitting slots: 8/6/6/2 Power Grid: 18500 CPU: 610 Hard points: 7 Turret/0 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery III --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/7/5/2 Power Grid: 18100 CPU: 610 Hard points: 5 Turret/2 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link V
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Balor Haliquin
Amarr
|
Posted - 2008.01.29 22:23:00 -
[96]
Not really considering that the current command ships and battlecruisers are used much more for gank than the command role that CCP intended. The Flagship is rapidly becoming less and less gank oriented.
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Balor Haliquin
Amarr
|
Posted - 2008.02.01 00:33:00 -
[97]
Sorry folks i have been very buissy at work and have not had the time to work on the concepts. I will be looking into what people have suggested and trying to get them into working concepts.
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Balor Haliquin
Amarr
|
Posted - 2008.02.04 17:28:00 -
[98]
*bump* I will have new versions of the ships up soon. Gonna probabaly remove the second class of ships because they two versions are rapidly becoming far too similar in spec and capabilities.
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Balor Haliquin
Amarr
|
Posted - 2008.02.06 17:39:00 -
[99]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness
Fitting slots: 8/4/8/2 Power Grid: 20500 CPU: 530 Hard points: 7 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/5/7/2 Power Grid: 19500 CPU: 530 Hard points: 0 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link V
|
Balor Haliquin
Amarr
|
Posted - 2008.02.06 17:41:00 -
[100]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher explosion velocity per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Missile velocity per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness
Fitting slots: 8/7/5/2 Power Grid: 13500 CPU: 750 Hard points: 0 Turret/6 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Bastion Hull: Rohk Role: Theater Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 14700 CPU: 750 Hard points: 7 Turret/0 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link V
|
|
Balor Haliquin
Amarr
|
Posted - 2008.02.06 17:42:00 -
[101]
GALLENTE Name: Valkyrie Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness
Fitting slots: 8/5/7/2 Power Grid: 15450 CPU: 570 Hard points: 7 Turret/0 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 14150 CPU: 570 Hard points: 5 Turret/2 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 125m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link V
|
Balor Haliquin
Amarr
|
Posted - 2008.02.06 17:44:00 -
[102]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness
Fitting slots: 8/6/6/2 Power Grid: 18500 CPU: 610 Hard points: 7 Turret/0 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery III --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/7/5/2 Power Grid: 18100 CPU: 610 Hard points: 5 Turret/2 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link V
|
Balor Haliquin
Amarr
|
Posted - 2008.02.06 17:53:00 -
[103]
The Cap and Signature bonus would not make Titans obsolete. Titans can do a whole lot more when it comes to eve then just command and control. Also they have a bigger bonus to their respective bonus to cap recharge and signature radius (7.5% instead of 5%).
I am really starting to hit a road block with unique ideas for the ships, i would like them to stay in the command and control area of design and not venture too much into the logistical end of the spectrum. I keep running into a problem with trying to combine the ships so that their is only one Flagship per race. The issue being is that the ships are to unique in their bonuses and design that it becomes very hard to ballance them in their group and outside of the group. They either become over nerfed or way over powered.
|
Balor Haliquin
Amarr
|
Posted - 2008.02.09 19:53:00 -
[104]
*Bump* Looking for comments.
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Balor Haliquin
Amarr
|
Posted - 2008.02.11 17:32:00 -
[105]
Yah, you are right about the flagship having the same command ability as the Command ships, ill try and come up with a clever way to deal with this.
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Balor Haliquin
Amarr
|
Posted - 2008.02.13 22:40:00 -
[106]
*bump*
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Balor Haliquin
Amarr
|
Posted - 2008.02.20 03:44:00 -
[107]
I hope to have some concepts soon. Ill try to have them up for tomorrow.
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Balor Haliquin
Amarr
|
Posted - 2008.02.20 16:16:00 -
[108]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaniously
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20500 CPU: 530 Hard points: 7 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously, Warfare Links effect the entire system that the Flagship is in
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 0 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link V
|
Balor Haliquin
Amarr
|
Posted - 2008.02.20 16:17:00 -
[109]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher explosion velocity per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Missile velocity per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaniously
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 0 Turret/6 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Bastion Hull: Rohk Role: Theater Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously, Warfare Links effect the entire system that the Flagship is in
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14700 CPU: 750 Hard points: 7 Turret/0 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link V
|
Balor Haliquin
Amarr
|
Posted - 2008.02.20 16:18:00 -
[110]
GALLENTE Name: Valkyrie Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaniously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15450 CPU: 570 Hard points: 7 Turret/0 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously, Warfare Links effect the entire system that the Flagship is in
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 5 Turret/2 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 125m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link V
|
|
Balor Haliquin
Amarr
|
Posted - 2008.02.20 16:20:00 -
[111]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaniously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18500 CPU: 610 Hard points: 7 Turret/0 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery III --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously, Warfare Links effect the entire system that the Flagship is in
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 5 Turret/2 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link V
|
Balor Haliquin
Amarr
|
Posted - 2008.02.22 03:32:00 -
[112]
I might consider making the change that you suggested, it is a rather simple operation, swap roles and you are done. I'm a little worried that the Theater Command Ship might be a bit too powerful. Might have to nerf it at some point.
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Balor Haliquin
Amarr
|
Posted - 2008.02.22 21:00:00 -
[113]
The command bonuses are the way they are because the Flagships was intended originaly to be an upgrade for the Command Ships. They have since changed a lot from that, however. As far as the command and warfare link modules for Gallente are concerned , they do have their place in combat, granted they are not nearly as univrsely good as some of the other races warfare links but they are good for a lot in combat. Making ECM and other electronic warfare modules more effective and boosting the ability of ships in the fleet to lock and engage at greater range. Ill take the Gallente Flagship in a fleet of sniper ships any day.
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Balor Haliquin
Amarr
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Posted - 2008.02.24 00:50:00 -
[114]
Thanks for the vote of confidence, I truely hope that CCP at least glances at the designs. Other than that i don't know what I can do to make them simply look at them other than hope for the best.
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Balor Haliquin
Amarr
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Posted - 2008.02.24 02:34:00 -
[115]
HMM, that sounds like a cool bonus to have, ill have to see if i can find some way of working that in.
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Balor Haliquin
Amarr
|
Posted - 2008.02.25 19:01:00 -
[116]
I have taken some of the suggestions and there are going to be some changes to the latest versions of the ships.
1. The Cladari Flagships are going to be trades places and roles, the Bastion will become the new Frontline Command Ship and the Tsunami will be the new Theater Command Ship
2. The Valkyrie will be renamed the Minerva, because there is already a Ship/Drone by the same name.
3. The Bastion had a bad bonus that did not fit with the ship as it was setup, Instead of a missile bonus it will now get "3% bonus to Large Hybred Turret damage per level"
4. All of the Theater Command Ships role bonus will be changed from "Warfare Links effect the entire system" to "Warfare Links work while in warp" this is because warfare links already effect the entire system, my mistake on thinking they just effect the grid.
5. The Minmatar Flagships are going to get bonuses that are geared toward either Autocannons or Artillery. They will no longer have the same bonuses for each ship. This is to help the varience between the two.
6. The missile boats (Oblivion, Bastion) will be getting a more restricted fitting for powergrid and CPU.
I hope to have the newer versions up soon.
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Balor Haliquin
Amarr
|
Posted - 2008.02.26 20:45:00 -
[117]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaneously
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20500 CPU: 530 Hard points: 7 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, Warfare Links do not deactivate in warp
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 0 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link V
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Balor Haliquin
Amarr
|
Posted - 2008.02.26 20:47:00 -
[118]
Edited by: Balor Haliquin on 26/02/2008 20:47:25 CALDARI Name: Bastion Hull: Rohk Role: Frontline Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret damage per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14700 CPU: 750 Hard points: 7 Turret/0 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Tsunami Hull: Rokh Role: Theater Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher explosion velocity per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, Warfare Links do not deactivate in warp
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 0 Turret/6 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link V
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Balor Haliquin
Amarr
|
Posted - 2008.02.26 20:49:00 -
[119]
GALLENTE Name: Minerva Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15450 CPU: 570 Hard points: 7 Turret/0 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, Warfare Links do not deactivate in warp
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 5 Turret/2 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 125m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link V
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Balor Haliquin
Amarr
|
Posted - 2008.02.26 20:50:00 -
[120]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Autocannon damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18500 CPU: 610 Hard points: 7 Turret/0 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery III --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Artillery rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, Warfare Links do not deactivate in warp
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 5 Turret/2 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link V
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Balor Haliquin
Amarr
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Posted - 2008.02.27 04:57:00 -
[121]
I realy don't know what to say, the ships are pritty poor at DPS now and their volley damage is also much lower than the standard versions of the ships. Honestly most of the ships are going to be very hard to turn into solo gank machines. Im going to try and reduce the power grid and CPU of the ships to try and make them less so.
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Balor Haliquin
Amarr
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Posted - 2008.02.27 16:28:00 -
[122]
The skills required are to reflect both the difficulty and nessescity of a pilot who basicaly wants to fly a ship that is going to be used for command and control purposes. There are a lot of skills, but realize that most of the skills are the same ones that are needed to fly a Command ship. So in reality the Flagship is not that much more skill intensive to fly. It certainly dose look like a lot of skills.
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Balor Haliquin
Amarr
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Posted - 2008.02.28 21:59:00 -
[123]
Not sure that warfare links would make the Flagship massively more tankable. The ships unfotunately are going to be rather hard to kill because they are more often than not going to be called as thew primary in most fleet operations. So they need to be survivable.
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Balor Haliquin
Amarr
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Posted - 2008.02.29 16:36:00 -
[124]
I do not have EVEmon yet, my system throws a fit every time i try and install it. I would laugh if the Devs were testing something like these ships on their personal server or in Jovian space. I'm not quite so sure about a Flagship being based on a carrier hull. Seems to me it is a very quick and easy way to make standard carriers obsolete.
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Balor Haliquin
Amarr
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Posted - 2008.03.01 06:19:00 -
[125]
In my opinion, as scewed as it is, I would personaly like to see flagships be made out of Battleship hulls instead of carrier hulls. But, considering I came up with the designs for the thread its no wonder. I am not against T2 carriers or whatever my come of that, but I think a command version of a battleship is what the doctor ordered.
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Balor Haliquin
Amarr
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Posted - 2008.03.01 18:59:00 -
[126]
Back to the topic at hand, anybody have some sugestions for reducing the PG and CPU of the Flagships so they are a little harder to fit? I'm looking to make them more difficult to turn into gank platforms of doom.
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Balor Haliquin
Amarr
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Posted - 2008.03.03 17:03:00 -
[127]
*Bump*
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Balor Haliquin
Amarr
|
Posted - 2008.03.05 02:34:00 -
[128]
Already been reduced to max weapons of 7 and 8 highs. I don't want to reduce that any more because i don't want them to be exactly like Marauders.
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Balor Haliquin
Amarr
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Posted - 2008.03.07 02:47:00 -
[129]
Honestly looking at the ships I really don't think they can be lowered in their DPS any more then they already have. Most of the Frontline Command Ships are doing only about 75% of what their T1 base ship can do for DPS and Volley. They are restrictive on fittings but I don't know if they could use a little more tweaking.
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Balor Haliquin
Amarr
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Posted - 2008.03.10 05:51:00 -
[130]
It seems CCP Hammerhead mentioned something about Flagships comming soon. He was talking about it being based on the Tier 3 battleships. Here to hoping they saw this forum thread.
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Balor Haliquin
Amarr
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Posted - 2008.03.10 15:38:00 -
[131]
Could you explain why you feel that way. The current ships are able to do damage and hold their own but a Marauder can definately out DPS and volly a Flagship. The Flagships are really much more fleet dependent now.
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Balor Haliquin
Amarr
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Posted - 2008.03.10 19:09:00 -
[132]
Honestly, the issue of a Flagship sitting at a POS is real but i would probably say that it is very unlikely. First of all, any support ships that have the ability to support a fleet in a system without having to be in direct contact will do the same thing. Also, the flagship is going to either be on the offensive or defensive. If offensive, then the ship most likely not going to have a friendly POS in the location to hide at. The very point of the flagship is to offer the fleet bonuses as it moves from system. If defensive, if again is not going to be able to hid at a POS, at least not for very long. If it comes down to the fleet being engages the Flagship is going to give its bonuses. If that fleet is defeated, it most likely dose not matter if its at a POS or not. Its function has been nullified.
Personaly i would put the Flagship on the front line or defending some rear position. The tank makes it a good for defensive postures and they still have a good punch on them. To keep them at a POS is a rather poor use or resorces.
The idea of the camoflage module is kinda cool, however its a bit outside the realm of this thread. Though the mental image of people screaming over Team Speak "Shoot the Abaddon... NOT THAT ONE THE OTHER ONE!" made me laugh.
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Balor Haliquin
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Posted - 2008.03.13 19:24:00 -
[133]
Fair enough, but that is an issue the is far beyond the issues discused here.
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Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.03.16 02:25:00 -
[134]
*bump*
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Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.03.17 16:56:00 -
[135]
I would like to think that CCP would continue to develope ships based on need an inovation, and not be constrained by lag. That being said lag is a part of life that every MMORPG has to deal with at some point in its life time. CCP has to deal with it more often simply because of the scale that it works on.
I would also like to think that the Flagship has a place in eve. It has been mentioned before i ever wrote this thread, so CCP has thought about the idea. I can only hope that i can be the lucky person, along with everyone who has contributed, to be instramental in comming up with the working design.
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Balor Haliquin
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Posted - 2008.03.21 05:22:00 -
[136]
no word from CCP about weather they plan to make flagships or not. Here is to hoping they do. And here is to the continued life of this forum thread.
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Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.03.21 18:38:00 -
[137]
The orgiinal versions of the Flagships were nothing more than bigger command ships. But it quickly became aparent that the ships would be very overpowered. So in order to make them more ballancend and a bit more pallatable for CCP, they were reduced in their combat ability and made to be more oriented for Command and Control roles.
The difference between the two versions of the ships is actualy rather large for the most part. The Frontline Command Ship is much more combat oriented and has only slightly more capabek command and control systems. The Theater Command Ship is far more command oriented but sacrifices its bonuses for that role.
The reason they both are limited on turrets is because i didn't want the Marauders to become obsolete. So in order to do that the Flagships' damage output is less then that of the Marauders. The unfotunate side effect is that the ships are not capable of the damage output of the ships they are based on.
The difference between the Frontline and Theater command ships may not seem to have many differences but they are reay geared toward two different ends of the command spectrum. Also please look at the latest versions, they are significantly different than the original designs.
Thanks for the support
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Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.03.25 03:52:00 -
[138]
*bump* looking for input or signatures...
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Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.03.27 19:28:00 -
[139]
Though I tend to agree that the Frontline Command Ship should be much more like the Field Command ship in role and designe there has been a significant back lash to the idea of a completely combat oriented Flagship. Even after all of the nerfing that I did to make them significantly less powerful than the original there were people calling for them to be reduced in power even further. So they lossed a turret and got their damage bonus reduced.
I'm not sure I want to step on the toes of the Marauders. Making the Flagship more powerful in both DPS and tank would spell the doom for that class of ship unfortunatley. So in order to prevent that I removed the massive DPS the Flagships were going to be capable of. I'm thinking about putting the extra turret slot back on the Frontline Command Ships though. They will not get the regular bonus to the guns damage, I'm going to keep the lesser version.
The whole point of these ships is to be more command and control oriented than simply gank and win ships. Without the ability to do any real testing on these by using EFT for fitting or something like it, i can't really say what the ships would be capable of. But thank you for the input I'll see what I can do.
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Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.03.28 16:51:00 -
[140]
Okay, here are some changes I'm working on for the ships.
As pointed out, there is a disparity between the skill time and cost between the Frontline Command Ship and the Theater Command Ship. As in the Theater Command Ship has more than 3 times the SP required to fly it. So to fix this, here is what I plan to do.
The Frontline Command Ship will have Gunnery go from a 3 to a 5, Assault Ships to 5, and Heavy Assault Ships to 5. Theater Command Ship will have Racial Warfare Link reduced to 4.
That should even the ships out as far as SP required.
The second change is going to be to the Minmatar Flagships. They are going to lose some of their individuality. I can not find a clever way of making the two ships more different. If anyone has a sugestion please let me know.
What I mean by different is that, for example, Amarr have two different weapons types (Lasers and Missiles) Caldari have Hybreds, and Gallente have Hybreds and Drones. But so far the Minmatar have artillery.
Finally I'm going to increase the number of weapons hard points on the Frontline command ship to reflect the fact that they will be in much more heavy engagement situations. Their DPS will still be lower than the base ships and they are still going to have highly restrictive fittings. But the fittings are going to get a boost, not so much that they are going to have the base ships PG and CPU mind you.
I will try and have the new ships up soon. Aiming for the weekend. If there is anyone out there who can help me with some of the math involved for fitting (EFT style stuff) your help is apreciated.
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Balor Haliquin
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Posted - 2008.03.29 18:38:00 -
[141]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaneously
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship V --> Assault Ship V --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade V
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, Warfare Links do not deactivate in warp
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 0 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link IV
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Balor Haliquin
|
Posted - 2008.03.29 18:39:00 -
[142]
CALDARI Name: Bastion Hull: Rohk Role: Frontline Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret damage per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship V --> Assault Ship V --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade V
Name: Tsunami Hull: Rokh Role: Theater Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher explosion velocity per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, Warfare Links do not deactivate in warp
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 0 Turret/6 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link IV
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Balor Haliquin
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Posted - 2008.03.29 18:40:00 -
[143]
GALLENTE Name: Minerva Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship V --> Assault Ship V --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, Warfare Links do not deactivate in warp
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 5 Turret/2 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 125m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link IV
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Balor Haliquin
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Posted - 2008.03.29 18:42:00 -
[144]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship V --> Assault Ship V --> Mechanics V --> Engineering V --> Electronics V -> Gunnery V --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, Warfare Links do not deactivate in warp
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 5 Turret/2 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link IV
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Balor Haliquin
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Posted - 2008.04.02 17:19:00 -
[145]
I am hoping to get more input on the designs. I truely think that the ships have a place in EVE and would be a valueble addition to the game.
As far as CCP not yet responding to the thread, they will get to it in their own time. I'm not going to make this threads exsistance based on a responce from CCP. Though in the end it is the goal, i.e. the hopeful application of the ships into the game. Having CCP respond would be nothing more then vindication, I would much rather have implimentation.
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Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.04.04 17:44:00 -
[146]
Wait, there are Flagships in Evemon? I thought only the skill book was in the system. If thats the case ill have to check this out my self. Please let me know if you find them.
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Balor Haliquin
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Posted - 2008.04.07 15:43:00 -
[147]
I could not find any Flagships skill on eve mon. It dose appear on battle clinic though. This is very strange.
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Balor Haliquin
Amarr
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Posted - 2008.04.09 14:46:00 -
[148]
The idea that Warfare Link Module bonuses is over used is, I think, over-exagerating the extent of the use of the modules. Of the six ships classes that have the bonus to fitting warfare links (i.e. 99% reduction CPU requirments to warfare link modules) only 4 of them get to activate more than 1, and only 2 of them get an actual bonus to their activation. Of those ships only one class of ships has both a bonus to the number of links, and a bonus to the effect of the link. So six ships out of the aproximately 46 different ships that are avalible to each race specificaly. This dose not count faction ships of both the race and pirate groups. So to say that there is an exsesive proliferation of Warfare Link Module bonuses on ships is wrong.
The concept that its a forgone conclusion that a Flagship should be based on a Carrier is not forgone at all. This is a design based on a battleship. I'm sure there is a thread out there that is talking about Carriers being flagships. But as far as my design and a lot of effort by the people who have responded to this thread has been toward making a Flagship out of a tier 3 Battleship.
I understand that the Command Ships are the current and have the current position of a fleet command ship. However, as I have seen and others have observed that Command Ship are more often then not used for single ship actions and are much more gank oriented then the Flagship designs currently are. I was looking to make a ship that was much more command and control oriented then the command ships. If I have failed to do so, then I am willing to listen to alternitives. And though I may completely disagree with you on concept history has shown that I have changed the designs because that persons argument made sence.
To be perfectly honest CCP was nice enough to respond to this thread. No one from the company had to say anything about this. All i can hope is that CCP looks at the idea here and desides that tech 2 tier 3 battleships would be neat and might be cool to have some of the ideas featured here. So lets please keep the idea and the discussion going in a positive direction and not simply write that the idea sucks and not give any possibilities of how to change it.
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Balor Haliquin
Amarr
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Posted - 2008.04.12 01:20:00 -
[149]
While a valid concept for a mod i think it lacks a place, as described, in the current EVE universe. EVE already has a system for a commander to designate targets that the fleet is to focus on. The user interface is a little clunky but that will change I am sure.
I'm not sure I like the idea of giving a ship exclusive rights to a specific module. It seems to me to be a bit of a stretch to make a ship viable only for the use of a single module. I may be wrong in this assumption.
As a note, I am exteremly unhappy with the ammount of skills required for the ability to fly the ships. I am going to be removing a large ammount of them. These ships almost cost as much as a dreadnought to fly. So to bring them in line with other ships of their class I will look into reducing their skill requirements.
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Balor Haliquin
Amarr
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Posted - 2008.04.14 16:09:00 -
[150]
When I first started designing the Flagship, I wanted to make something that fit into a specific role in the game. So the logic I fallowed was that the ships had to fallow presidence, in other words they had to work within the bounds of ships similar to it. The ships had to have a very specific purpose, as in they had to have a role that they were particular for. The ships had to be versatile, to prevent the ships from becoming completely obsolete in their role as the game dynamic changes with new ships and content. And finally the ships had to be able to preform their job better than another ship not designed for the role, why bother spending 500,000,000.00 Isk on just the ship when you can soend that on a fully fitted tech 1 ship.
To that end it has been a lot harder to make the ships fall into those peramiters than I thought. Add to the complexity trying to make the ships not preform a task as good or better than another class of ship's job, and you have one long prosses. I am constantly trying to make these ships more unique but at the same time not so unique as to make them too good or too specialized and thus obsolete.
I have been toying around with the idea of givivng some of the Flagships a bonus to target painters, making them more effective. But I have to do more research on the subject.
I would like to thank everyone on helping with the evolution of the ships for the past 6 months or so. Please keep up with the sugestions.
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Balor Haliquin
Amarr
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Posted - 2008.04.14 20:55:00 -
[151]
Here is to hope that they are going to be awesome ships, whatever they might be.
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Balor Haliquin
Amarr
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Posted - 2008.04.15 00:56:00 -
[152]
A longer lock on range might help with its ability to do fleet command but has the potential to be very badly abused. For example, load up the Requiem (Amarr Front Line Command Ship) with Heat Sink IIs and Tracking Computer IIs with Lock Speed script, you have probably one of, if not the best sniuper ship in the game, something that the ship is not meant to be but has the potentila of becoming.
The reason I reduced the Artimus's drone capacity is because i wanted to make sure that the ship could not just send wave after wave of Oger IIs to assault helpless enemies. I may increase the size some but I don't want to turn it into a mini Carrier.
Who knows what CCP intends to do for the final Flagship design. It is all up to them in the end. All we can do is try our best to have an idea make it all the way to being placed in the game.
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Balor Haliquin
Amarr
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Posted - 2008.04.16 15:11:00 -
[153]
Good point, I will change this in a future developement of the ships. Thanks for pointing this out.
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Balor Haliquin
Amarr
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Posted - 2008.04.18 17:13:00 -
[154]
Okay, so I am working on an idea to completely change the nature of the Frontline Command Ship. I am going to remove the majority of their warfare link bonuses; except for the 99% reduction in CPU cost for warfare link modules.
Instead they will get a bonus to modules that will make them or the fleet they are with more capable of dealing damage or dealing with electronic warfare.
Amarr - Target Painter Caldari - ECCM/Remote ECCM Gallente - Sensor Booster/Remote Sensor Booster Minmatar - Tracking Link/Tracking Computer
These bonuses will make the frontline command ship have to be just that, on the front line. Making the fleet harder to lock down with electronic warfare, and making them more dangerous in a fleet command role.
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Balor Haliquin
Amarr
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Posted - 2008.04.21 15:58:00 -
[155]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Target Painter effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery IV --> Weapon Upgrade IV
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 0 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.04.21 15:59:00 -
[156]
CALDARI Name: Bastion Hull: Rohk Role: Frontline Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret damage per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Tsunami Hull: Rokh Role: Theater Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher explosion velocity per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 0 Turret/6 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.04.21 16:01:00 -
[157]
GALLENTE Name: Minerva Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 5 Turret/2 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.04.21 16:02:00 -
[158]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery V --> Weapon Upgrade IV
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 5 Turret/2 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link III
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Balor Haliquin
Amarr
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Posted - 2008.04.25 15:54:00 -
[159]
a quick *bump* because I have not had time to respond.
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Balor Haliquin
Amarr
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Posted - 2008.04.28 15:38:00 -
[160]
Carriers are already the most versitile of the capital ships. I think using them to make a T2 ship would be a mistake right now. Though I'm not trying to discourage the concept from being discussed. This thread is about T2 Tier 3 battleships as flagships.
As for other bonuses, I'm very hesitant to belive that giving the Flagships what ammounts to be a logistics bonus would make them more flagship oriented. Flagships are, in my opinion, the command ship of the fleet. The ship that the commander of the entire navy might be stationed on. Traditionaly, thats all that a flagship has been. So the command bonuses are a given. Other than that, any bonus to improve the fleets overall effectiveness was a must by what i can figure.
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Balor Haliquin
Amarr
|
Posted - 2008.04.28 16:10:00 -
[161]
In large fleet operations, I would assume that there would be some from of logistic ship in the fleet. If not one, then multiple ships. This would go a long way to ensuring the survivablity of the ship.
I do agree that trying to make it survive a massive fleet battle is very hard to do. And just giving it more tank is a bad plan for the reasons you have pointed out.
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Balor Haliquin
Amarr
|
Posted - 2008.04.30 15:00:00 -
[162]
Interesting ideas, however they suffer one problem. Note that the resistances would be based on the number of ships engaging it. So if i was to take my flagship and pop into a 10/10 complex. I could theoreticaly tank the entire complex with this system. Not to mention the fact that missioning would be a simple matter because I'm not going to die when I aggro the whole room.
This bonus, I think, would have the nasty effect of removing Marauders from their place as the mission ships of eve. The problem with these ships is that in order to make them powerful enough to survive fleet engagements, one must make them very good at combat. Which in turn makes them awesome mission ships.
I think that a slight increase in the base resitances might help. But other than that these ships are really ment for command and control. So in order to truely exploit their full capabilities, I want people to fleet up with them. Thus having the bonus to Cap Recharge/Armor HP/Shield HP/Sig radius forces people into a fleet to get its benefit.
The Frontline Command Ship's bonus to anti E-War mods also helps in making sure that the ships are able to engage even if they are being locked down. While the Theater Command Ship is able to make the fleet around it much more dangerous.
By no means are these designs perfect. Many people over the life of this thread have pointed out major flaws with the designs. Trying to ballance major game aspects for the ships is a lot more difficult than I thought. Other than giving them a mod specificaly for the ships, I can not think of any other way to truely make them more unique, at least not at this time.
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Balor Haliquin
Amarr
|
Posted - 2008.05.05 16:28:00 -
[163]
Im not sure that making such a specific rule about such a very specific tank option. I don't think the database could take something like that. Plus imagine the petitions that would come in from people who are using in to "rat" saying things like "the system bugged and i was taking max damage from a serp battleship but not the fleet that came to eat me."
I have been thinking about a module exclusively for the ship. might help out on the tank and dealing with blobs.
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Balor Haliquin
Amarr
|
Posted - 2008.05.08 15:18:00 -
[164]
I am going to be posting newer versions of the flagships soon. Changes will include giving the Frontline Command Ship a larger role bonus for their anti-ewar modules. Also going to change around which ship gets what bonuses. Not sure how i am going to go about doing that quite yet. I am also considering how i am going to increase the tank on the ships. Trying to make sure that they will live for a good amount of time in combat. Probably will restult in an increase in hit points overall.
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Balor Haliquin
Amarr
|
Posted - 2008.05.09 16:53:00 -
[165]
The problem with the Target Painters for Amarr and Tracking Computers/Tracking Links for Minmatar will be adressed.
The Bastion has one less turret because I did not want it to become a solo sniper platform of doom. Having the damage bonus and the range bonus means that the Rokh would become useless for sniping being out damaged and out ranged by a ship that was not intended to do either.
The Minerva has reduced fittings to make sure it dose not become a solo gank ship. Having the ability to throw 8 blasters at a target and the added bonus for the sensor boosters means that the ship is already very dangerous 1 on 1. So I'm trying to make sure that the only thing it has on its side as any real advantage is its tank.
The uniqueness of the bonuses on the flagships are not that unique. I ripped them directly from each races titan. They are litteraly the same bonus only not as powerful. Each races group of ships have their own unique advantages and disadvatages.
I would disagree with the too many bonus point of view. Note the most T2 ships have as few as 4 and as many as 6. most of the capital ships have 6 or more. I am trying to reduce the number of bonuses though.
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Balor Haliquin
Amarr
|
Posted - 2008.05.09 20:44:00 -
[166]
Note that the Amarr Requiem would have the same or close to the same dps as other ships in its class with the 8th turret slot. Lasers are massively cap hungery and also lack good dps compared to other turret classes. Thats why I gave that ship the 8th slot. The Minmatar Confligation gets an 8th slot because even though it would get massive DPS it would have poor range and tracking on its own, or great range and high volly but horrible tracking and aweful DPS. I think it ballances out. I will do some math to see what I can get.
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Balor Haliquin
Amarr
|
Posted - 2008.05.14 16:05:00 -
[167]
I'm sure that the bonus to remote reps and shield transfers for this size ship with the bonuses it already has would effectively kill the Logistics Cruiser. Having a bonus to large remote reps would be awesome but i think it would cause more harm to the game then good.
Good point on the possibility of the Theater Command Ship over running the Fleet Command Ship in form and function. I will try and change the bonuses as to make sure that dose not happen.
The Gallente have a proposed super drone carrier, its called the Artimus.
Dual pod control is probably not going to happen, i remeber one of the devs saying that the code was hard wired and could not be run as such.
I hope to have the new designs up soon. |
Balor Haliquin
Amarr
|
Posted - 2008.05.14 17:30:00 -
[168]
I thought about that long and hard and i tried many concepts, but in the end i came to the conclusion that a ship of that type might in fact be orphaned by the shear difficulty of skilling for it. and the fact that simply skilling in other directions would net you more agile or more powerful ships.
The T2 system is tried, tested and proven. I don't think there is a need to rock the boat on that.
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Balor Haliquin
Amarr
|
Posted - 2008.05.16 16:53:00 -
[169]
Your idea seems interesting and may have some valid points. But, this thread in the forum is dedicated to the concept of Tech 2 Tier 3 battleships. Why not try and make your own forum thread and have people work on your idea?
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Balor Haliquin
Amarr
|
Posted - 2008.05.21 04:11:00 -
[170]
No problem, I just wanted to keep things focused. Thanks for the input though.
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Balor Haliquin
|
Posted - 2008.05.21 15:57:00 -
[171]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 9000 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery IV --> Weapon Upgrade IV
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 0 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8400 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link III
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Balor Haliquin
|
Posted - 2008.05.21 15:59:00 -
[172]
CALDARI Name: Bastion Hull: Rohk Role: Frontline Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret damage per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9250 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Tsunami Hull: Rokh Role: Theater Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher explosion velocity per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 0 Turret/6 Launcher Shield HP: 9250 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link III
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Balor Haliquin
|
Posted - 2008.05.21 16:00:00 -
[173]
GALLENTE Name: Minerva Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8900 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 5 Turret/2 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8750 Velocity: 130m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link III
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Balor Haliquin
|
Posted - 2008.05.21 16:02:00 -
[174]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7650 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8100 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery V --> Weapon Upgrade IV
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 5 Turret/2 Launcher Shield HP: 8300 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7600 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link III
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Balor Haliquin
|
Posted - 2008.05.24 20:52:00 -
[175]
I understand that there are no battleships that have the role bonus. However, if i wanted to make the ships capable of using warfare link modules i had to give them the bonus in order to make them fit on the ship. The skill requirements are more for a time sink than anything. The skills are ares to help people who want to make the jump to Carriers and or Dreadnought have a good majority of the skills they will need at the levels they would need them at. The only skills that the ship dose not require are the ones specific to capital ships.
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Balor Haliquin
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Posted - 2008.05.26 00:39:00 -
[176]
First of all, Siigari: take a break, eat some food, drink something. It must have been a chore and a half to read all of this thread front to back.
Second, you idea is very interesting, but I see one flaw with it. Giving one ship fleet tank bonuses and the other fleet gank bonuses would be very dangerous. Imagive what would happen if both were in a fleet. The fleet would get a nice tank and gank bonus that would be out of control powerful in large fleets. Even in a small gang it would be amazingly powerful and hard to deal with. Even the bonus of only 5% tops would be amazing if the pilots in the fleet were highly skilled. Its a danger that I think might just be enough to scare CCP off. Not that it was not a good idea.
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Balor Haliquin
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Posted - 2008.05.27 20:25:00 -
[177]
Remember that stacking penelties still apply.
Also I want to avoid directly modifying the damage a fleet can put out. There are to many ways to use the bonus in a way thats not intended. The current designs have the titan bonus for each race on them but it less than what the titans give. That bonus is only useful in fleet so therefore is not nearly that dangerous. the difference between the two classes is that one is a Anti-Ewar and direct fire ship, the other is a support and mostly long range fire ship.
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Balor Haliquin
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Posted - 2008.05.28 16:34:00 -
[178]
As far as i know, stacking penelties start with the first item that adds a bonus in addition to a part of the ship that already has a bonus on it. I'm not sure how that relates to gang bonuses but I'm sure its close to the same.
As for a Rokh having a massive tank on it. Consider that the Titans have been flying around EVE for a couple of years now with much more potent versions of the bonuses that are currently on the Flagships. CCP has shown no intrest in changing out those bonuses. A Rohk with 25% more shield HP is definatly harder to kill but not at all impossible to kill. Focused fire from 2 battleships fitted properly will more than beat the Rokh's tank very quickly. These ships will help the fleet around them, thats what they are designed to do.
AS for the huge pile of update labels, I have just been a little to lazy in cleaning that part up. Sorry.
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Balor Haliquin
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Posted - 2008.06.02 15:51:00 -
[179]
*bump*
Sorry i have not had time to respond to post new ideas lately.
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Balor Haliquin
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Posted - 2008.06.08 16:10:00 -
[180]
It seems that the bonuses from ships are added either as the first bonus on the ship so are 100% effective or are uneffected by stacking penalties. But I still do not see how such bonuses would be game breaking.
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Balor Haliquin
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Posted - 2008.06.13 23:26:00 -
[181]
Thanks for pointing that out. The requierments are not supposed to be Fleet Commander III it supposed to be Fleet Commander I. I'll change that as soon as I get a list built for things that need to be changed.
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Balor Haliquin
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Posted - 2008.06.18 15:23:00 -
[182]
*bump*
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Balor Haliquin
Amarr
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Posted - 2008.06.29 14:42:00 -
[183]
What a flagship should or should not be is not really the focus here. I called them flagships to give them a name, thats really it. They are simply tech 2 tier 3 battleships designed for the fleet support and command and control end of the fleet.
I don't see how these ships would undermine the abilities and capabilities of a titan/mother ship/carrier. Those ships are so much more than just command and control ships. As for underminning the command ships, I would need a bit more information on how you see these designs underminning the those ships. |
Balor Haliquin
Amarr
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Posted - 2008.07.10 17:00:00 -
[184]
Going to take sugestions that have been made over the past couple of weeks and put up new ships stats. Thanks for the input everyone. I should have them up in a couple of days.
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Balor Haliquin
Amarr
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Posted - 2008.07.12 22:01:00 -
[185]
HMMMMMMmmmmmm I say
*returns to drawing board and scribbles furiously*
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Balor Haliquin
Amarr
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Posted - 2008.07.16 02:14:00 -
[186]
Okay, quick clarification. The reason I don't have the requirements for the skills at 5 is because doing so would make them prohibitively long in skilling. Plus fallowing the presidence set by CCP with other tech 2 ships that are based off the abilities of other T2 ships. For example an Assault Ship requires level 5 racial frigate, a Heavy Assault Ship requires Assault Ship 4, a Command Ship requires Heavy Assault Ship 5. So thats the idea that I was working off.
As for fleet bonuses, they work off whomever has the highest bonus. And that effect trickles down from the top. So there is no fleet stacking bonus.
The issue with limiting the number of ships of a class in a fleet is that EVE is not setup to do such a thing. So even though its called a flagship, it may not even be in the fleet command position or even piloted by the boss. Also note that these ships are called flagships for now, if they ever make it into the game they could be called something completely different. I have no power over that.
Im working on updates for the ships which should be up soon. Thanks for all the input.
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Balor Haliquin
Amarr
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Posted - 2008.07.23 15:32:00 -
[187]
Im having some issues trying to figure out a way to give a universal damage bonus (Rate of fire, Damage) to the frontline command ships. Any sugestions are welcome, i want to keep it low so as to prevent the ship from completely over shadowing other command and control ships in the game.
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Balor Haliquin
Amarr
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Posted - 2008.08.01 15:34:00 -
[188]
Yah I noticed that from the start its going to take a while to skill for these ships. And noting that the other two tech 2 battleships are much easier on skills I,ll have to look into that. Still working on the new versions of the ships though, will be done soon I hope.
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Balor Haliquin
Amarr
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Posted - 2008.08.02 01:24:00 -
[189]
I did? How dose one spell it?
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Balor Haliquin
Amarr
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Posted - 2008.08.09 19:23:00 -
[190]
GALLENTE Name: Minerva Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8900 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 5 Turret/2 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8750 Velocity: 130m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link III
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Balor Haliquin
Amarr
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Posted - 2008.08.09 19:25:00 -
[191]
MINMATAR Name: Firestorm Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7650 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8100 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery V --> Weapon Upgrade IV
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 5 Turret/2 Launcher Shield HP: 8300 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7600 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link III
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Balor Haliquin
Amarr
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Posted - 2008.08.09 19:49:00 -
[192]
I reduced the skill requirments on all the ships have been reduced to make it more in line for skilling time. I also corrected some spelling mistakes and other such errors that people kindly pointed out.
I'm trying to figure out how to make the combat bonuses for the Frontline Command Ship. Here are my ideas. AMARR - 3% bonus to Turret optimal range per level. Caldari - 3% bonus to Missile flight time per level Gallente - 3% bonus to Turret falloff per level Minmatar - 3% bonus to Turret tracking per level
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Balor Haliquin
Amarr
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Posted - 2008.08.09 22:50:00 -
[193]
The Minerva was originaly called the Athena. But after having a huge debate with other Gallente pilots turned up the name Minerva and thats the one being used ever since. I could change it back to Athena, if that is the opinion of the public.
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Balor Haliquin
Amarr
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Posted - 2008.08.11 06:37:00 -
[194]
I present the with the Oblivion
Its all shiny and BLACK! I would love to see the Khanid scroll work on the side of an Abaddon, almost as much as I would love to see the deep gold and red accents for a Carthum based Abaddon. Though its all up to CCP at this point as to weather there will ever be ships like that.
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Balor Haliquin
Amarr
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Posted - 2008.08.11 15:32:00 -
[195]
Okay logoistics 4 is a fair assertion for ballance in skilling. Ill have to change that.
The limitations on the oblivion are to make sure to dose not beat out the Raven for king of large missile throwers. Granted it is a tech 2 ship and has a very good tank on it, but i don't want the Raven diven to uselessness. It is already under heave siege from Navy Issue Raven and the Golem. Plus Amarr are kings of lasers not missiles. I'm sure that this ships abilities would be shown if it gets implemented into the game.
AS for the 54k range of torpedos and the lack of anything getting there. Remeber that torpedos are the close range weapons for missiles, they have the same range issues that blaster/pulse lasers/auto cannons have. And those weapons do fine in PvP and PvE.
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Balor Haliquin
Amarr
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Posted - 2008.08.11 16:12:00 -
[196]
Considering that all the other Tech 2 ships have the resistance bonus fro being Tech 2 on both their shields and armor, im going to change the flagship to reflect that. Currently they only have either shields or armor. Also have to change the highest resistance because of the recent change to all ship resistances. As in the change from a 0/60/40/20 to a 0/50/40/20 for shields and similar for armor.
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Balor Haliquin
Amarr
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Posted - 2008.08.12 15:53:00 -
[197]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9000 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery IV --> Weapon Upgrade IV
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 0 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8400 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.08.12 15:55:00 -
[198]
CALDARI Name: Bastion Hull: Rohk Role: Frontline Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret damage per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9250 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 50/10/50/57.5 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Tsunami Hull: Rokh Role: Theater Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher explosion velocity per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 0 Turret/6 Launcher Shield HP: 9250 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 50/10/50/57.5 Hull HP: 7500 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.08.12 15:57:00 -
[199]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 50/10/50/47.5 Hull HP: 8900 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 5 Turret/2 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 50/10/50/47.5 Hull HP: 8750 Velocity: 130m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.08.12 15:58:00 -
[200]
MINMATAR Name: Firestorm Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7650 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8100 Armor Resistances: 75/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery V --> Weapon Upgrade IV
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 5 Turret/2 Launcher Shield HP: 8300 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 75/10/25/35 Hull HP: 7600 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.08.12 16:09:00 -
[201]
Changes:
The resistances for armor and shields have been fixed to make the ships more in line with other T2 ships. Minerva has its name changed back to Athena The resistances have been changed to reflect in game changes to base resistances for armor and shields. The Theater Command Ship has had its skill requirements reduced. It now requires Logistics IV instead of Logistics V
Thanks for all the input guys. Hope to have more comments soon.
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Balor Haliquin
Amarr
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Posted - 2008.08.15 15:02:00 -
[202]
Okay I have given a lot of thought to the possibility of putting Advanced Spaceship Command on these ships as a requirement. Requiring one or two levels would not add much to the total training time of the ships. The reason I have not done so is because that these ships were, at one point, aproaching 6 months of decicated training time. I would like to refine the training list a little bit more before I start adding in skills again.
The reason for the fleet bonuses being the way they are, as in Amarr getting better cap recharge and so on, is because they were lifted directly from the Titans of each race. They are significantly less powerful then the versions on the Titans though. As for the ships laughing at a Titan's Doomsday Device? I would like to point out that a DD has a hard time dropping almost any Battleship is one hit. There are even some Battlecruisers that laugh at the DD. So as far as imbalance there I'm not sure I see what you are talking about. The bonuses on the ships as they are now are good for making the ships more survivable, along with the fleet surrounding them. Gallente have one of the ships that gives a bonus to Information Warfare links in the designs.
The cost for construction on these ships is subject more towards market influences then anything els. I would like to note that the starting prices of Marauders and Black-Ops ships was hovering around a billion isk when they were fist released. I'm not saying that these ships are going to be cheep. That is part of the restriction on that ship. It is a way to prevent the ships from becomming too numerous too fast.
Assuming that a group managed to get a fleet of these ships together, it would be rather easy and cheap to take them down. For every fitted Flagship, you could go on the market and buy and fit two to three Megathrons or some similar such ship. At that rate you are going to be outnumbering the flagships three to one and in this case the bigger blob wins. Not to mention the fact that with a fleet made up inly of Flagships they would be unable to effectively jam or tackle any ships that might come along. So if a iwas the fleet commander I would take maybe one of each race and call it a day with those class ships. And thats only if I was commanding a very large fleet that had at least 4 squads.
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Balor Haliquin
Amarr
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Posted - 2008.08.16 02:43:00 -
[203]
Several issues with giving these ships the access to the bonus from that skill is trying to deal with the effects of having a rely fast turning ship. One could make it less maneuverable to compensate for it but in all honesty i think thats a bit more complexity then is needed.
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Balor Haliquin
Amarr
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Posted - 2008.08.16 19:54:00 -
[204]
Im going to use EVE MON to figure out the skilling times for most of the ships. That way I can show everyone how long from start to finish it will take.
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Balor Haliquin
Amarr
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Posted - 2008.08.17 01:07:00 -
[205]
A lot of the timers and changes to soverinty is going to depend on what is implemented and how it is implemented. I'm not going to speculate on how this ship might change as a result of mechanics that are not in game yet.
Yes I have done a lot of though to the Flagships being used in roles other then what they are intended for. They would make rather nice mission ships, however they are easily out DPSed by the Marauders and the standard tier 3 battleships. Their only advantage in missions is a more durable tank then both the Marauders and the standard Battleships. They would make rather poor solo PvP ships in the current version of EVE. They are rather slow and are far more expensive then the standard battleships which would do the job the same if not better. Honestly, the ships really do not have a chance to shine unless they are in a gang and assigned as the fleet bonus ship. If they are not then they become rather mundane in their ability to throw damage. For the price I would rather take an Abaddon out solo and lose it rather then a Requiem or Oblivion out and lose it. If I had a fleet around me then the choice changes a lot. A for non standard fit for the ships (Ships like the NosDom or the like style of fitting) I'm not sure I can predict what people will do with these ships to that level.
I would fly a Requiem into a mission, but thats because I am not a fan of the Apocolypse/Paladin's look. I think the Abaddon is a much better looking hull and if I'm going to be staring at a ship for 3-5 hours at a time, mine as well be something I like looking at. The Paladin is far more effective at missioning then the Abaddon, that I have no doubt about. But again is more estetics then anything els. And before you ask i can and have flown both ships into L4s, the Paladin is better at the job.
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Balor Haliquin
Amarr
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Posted - 2008.08.18 00:06:00 -
[206]
The important thing is to make sure that the Tech 2 ships are better then their base ships, but due to cost or other factors, they are not overshadowing them. Thats the hard part about the designs.
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Balor Haliquin
Amarr
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Posted - 2008.08.22 17:41:00 -
[207]
*bump*
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Balor Haliquin
Amarr
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Posted - 2008.09.03 20:36:00 -
[208]
Flagships are not intended for the fleet support role in the same way a Logistics ship dose it. They are more geared to be used for giving bonuses to the entire fleet. They operate much like Command Ships, Carriers, Mother Ships, and most like a Titan. Motherships and Carriers can do the logistics job because they are designed to have a small punch relative to their size. Command Ships and Titans are more geared, the command ship more so then the titan, toward giving the bonuses and being able to dish out punishment. Thrying to make a ship that can do all 3 fleet operations, namely give bonuses provide logistics and fire at targets, makes the ship either poor in its bonuses or makes it have far too many bonuses to make up for that. Doing a Logistics style ship should be another class of ship all together.
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Balor Haliquin
Amarr
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Posted - 2008.09.06 19:37:00 -
[209]
Putting a point of warp stabilization on the ship might be a bit too much. Not that I'm saying that I would not love a ship that could fly free even if a Crow or some other interceptor managed to tag me. There really is no good justification for putting a point on the ship that you can not apply to other ships and ship classes.
As far as skills, I'm trying to come up with a list that is good for getting a good majority of the skills needed for flying either a dreadnought or carrier. But also keeping the list short enough to prevent people from simply skipping the ships and going straight for the dreadnought or carrier.
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Balor Haliquin
Amarr
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Posted - 2008.09.07 00:12:00 -
[210]
Making battleships that speed tank, which as far as I can tell is what you are proposing, will only lead to more problems than its worth. Battleships are not meant to be fast an speedy ships. If they were then there would be a lot more to worry about then a nanod vagabond or some such. The devs killed the nanophoon for a reason, no one could catch it and it was practicly imune to all incomming fire. The ships do have serious tanks on them but are no slouches in the damage department either. Lets face it, if a group of pilots really wants to kill you, there is little you can do to stop your ship from turning into scrap.
Making the flagship go faster will reduce the incomming damage, that much is certain. But the opposite is true, so all outgoing damage will be reduced as well. There is one huge exception to this and thats missile throwing boats. They will be able to engage no matter the speed they are moving. And what that ends up doing is making some very powerful ships and the rest are crap because they are not capable of doing full damage at speed. Battleships and their base ships are fine at their movement speed.
Speed is not going to solve tanking, it is only going to generate more problems then its worth. If one of these ships is caught out without a supporting fleet, I'm more then willing to say it deserves to die.
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Balor Haliquin
Amarr
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Posted - 2008.09.07 15:56:00 -
[211]
I'm just curios to see what version of the Flagships, that I have proposed, you have seen. And if their is any doubt about these ships being for fleet command rather than super hacks I would lik4e to point out that all the ships have at least 2 fleet bonuses. These are either directly for fleet use or through the use of Warfare Links. And when I said that they were 'no slouch in the DPS department' I was making sure that you understood that these thing were not just a brick wall with no guns.
First of all you never mentioned strictly afterburners as the tank. Even then this is a discussion about the designs here, I am wore then willing to place my opinions on your Flagship designs, but please do not take offence when I would like to keep my ship designs on my thread and yours on yours. At least for now.
My expected tank for these ships should be in the neighborhood of 1,000 to 2,000. This is of course depending heavily on mods fit and the skill levels of the pilots. But that is for an active tank. Effective HP for the ships should be in the range of 170,000 to 200,000. That is a lot of HP for a battleship size ship to be running around with.
You assert that MWD are not tanking modules. I would like to point out that if this were true then their would be no nanoing. The huge problem with MWDs today is that though they were never intended to be a tanking module. Pilots are now using them to remain nearly immune to all incoming fire. Afterburners on the other hand can not get you up to the speed nessessary to dodge fire. To clarify I am talking about current settings for MWDs and ABs. I'm not going to go speculate on what they might do in a patch that has no release date or even finalized changes.
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Balor Haliquin
Amarr
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Posted - 2008.09.08 17:49:00 -
[212]
Okay, here is the issue that you are not seeming to understand. MWDs do increase the signature radius of the ship by a fair amount, and afterburners do not. On paper or on EFT this makes the AB look potential like a more viable PvP speed booster then the MWD. But the reality is that the MWD can do something that an AB never could. MWDs get a ship moving so fast that, at a rather long range, nothing can possibly hit the ship using them. Despite the fact that the ship has the signature radius of a small moon. If that moon is orbiting you at 4,000 m/s there is no hope of your guns tracking to it and little chance of you missiles catching the ship either with their speed or the explosion velocity. And Nano ships can use weapon systems that do not care about transversal velocity, like missiles and drones. An ABed ship is moving faster then normal but it is still getting hit a lot. Thats why most AB fit ships will have an active tank on them. They can not run like a Nanoed ship and use their speed to basicly make them invulnerable.
You propose on you designs that an AB with a 100% speed bonus could tank far better then just a straight tank buff. This is completely wrong. Remeber that in order to keep this speed tank up you would have to orbit the target as fast as possible. But in order to do that you have to be very far out from the target and thus effectively nullifying your speed tank. Why so far out? Because of the ships mass it can not turn very well thus it has to slow down its speed the closer it gets to the target. At the range where its transversal is optimal for tanking so are many guns and missiles for tracking. The guns may not be at optimal range but they sure can start doing a lot of damage.
So what would you need to do to make the speed tanked battleship work? Well you would have to reduce the mass for one so it can turn and move in less time. That way you can close the orbital distance and make the speed tank slightly effective. Then you would need to increase the base movement of the ship to about 150m/s so the AB bonus is not a waste of time. And finally you would have to fit the ship out for nanoing. The you would have a battleship that, with an AB, could provide a good enough amount of damage mitigation to warrent the bonus to ABs. But at that point, why not Nano it and run it like a nanophoon? Here is the point. In order to make a ship class with the kind of damage mitigation that you would need to survive a fleet action, you would have to basicly turn it into a solo gank machine. A battlship that moves so fast that no ship can track it or catch it. And those that can, can't break its massive tank. You have to make a choice speed, tank, or gank? You can not have all 3.
EFT is exactly that, an EVE Fitting Tool. It dose a really good job of telling you whats going to fit on the ship, and thats about it. As far as it telling you align times and speed. I have noticed so many inconsitancies between the game and EFT. Not to mention the fact that the DPS and Volly damage are based of best case situations. Those numbers are a good referance for comparing other ships to each other in EFT. But they have little to do with what actually happens in EVE as a whole. If you have not flown against or in a Nano fleet, then belive me when i tell you this. It is the one thing in eve that desperately needs fixing for a reason. And making ships that basicly fly like nano ships defeats the purpose of the PROPOSED changes.
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Balor Haliquin
Amarr
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Posted - 2008.09.08 19:29:00 -
[213]
Once again you have proven that sniper battleships are good only for snipping. Your argument about the use of ABs and MWDs is not part of this design nor is it even part of this forum board. There are some massive problems with your argument, one of which is testing AB and MWD transversals on a single ship and then relating them to blob warfare. As you have pointed out its very hard for a sniper ship to warp in at its optimal. but it is very easy for nano ships to warp in at their best orbiting range and grind someone to dust. Lets face it, one on one PvP battles are becoming more and more rare as the days go on. So to try and point out how a single ABed battleship could avoid a single sniper ships makes your argument look really good on paper. But remember eve has a random number generator making sure that there is a chance of hitting something outside your range or faster then your transversal.
If this is a bonus that you would like on your ships designs then go ahead and do so. But as far as my experience and understanding of the game goes, I have not intention of putting a bonus like that on my ships at this point. I am more then willing to talk with you about it on your designs but please keep the discussion here to the ships featured here.
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Balor Haliquin
Amarr
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Posted - 2008.09.08 23:09:00 -
[214]
Okay, in blob warfare, at least as far as i have experienced it, the blobs thend to fall into one another to the point where no ships is going to have transversal to all ships in the fleet. At best you are going to hope for 10% of the fleet with good transversal. Someone on that blob is going to have optimal firing position on you. Even so, if a pile of people are firing at you in the Flagship and you don't go down in the first 3 vollies, then a good fleet commander will change out the targets.
I find little point in trying to make a sub capital ships that can survive a blob encounter. Too many of the factors depend on items and events that are far outside the control of the pilot in the Flagship. And in many cases, there are more then just battleships trying to take you down. Not to mention that turrets are not the only thing that are coming at the ship at any given time. The Flagship will simply wither under the firepower. As for putting support ships on it. Why would the fleet commander simply to go for the support ships first? And a second issue is that there is a very real possibility of these ships flying without capital support on them. Such as high sec or null sec that have cyno field inhibitors. These are first strike ships and thus would need to have a good tank to make sure they can survive for more then 30 seconds. That I'm sure we can both agree on. But an AB is not they way to go, its not the right tool for the job. It just dose not get the BS moving fast enough even with the 100% to it that you propose.
Honestly the best speed I could see them going, considering my designs are heavier, would be about 800m/s. Thats not enough to dodge much of anything. Maybe a sniper ship with no tracking mods or scripts at about 30kms. And even then you are not far enough away from the other sniper ship to dodge his fire. Its just not meant to be. I understand what you are saying but there is no practical way that a Battleship class ship can move fast enough to dodge battleship fire. Battleships are meant to tank other battleships, thats why the have the pile of tanking slots.
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Balor Haliquin
Amarr
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Posted - 2008.09.08 23:11:00 -
[215]
Ironey among ironies; when I was doing the research for these ships I found that that is in fact not true. Its strange how its done but the best way to see is if you go an look at the difference between the base cruisers and something like the HACs you will see that two resitances are way higher then the others. Those are the race specific resistance.
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Balor Haliquin
Amarr
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Posted - 2008.09.09 00:04:00 -
[216]
Edited by: Balor Haliquin on 09/09/2008 00:05:23 Ohh you are talking about their overall strength. The reason they are not as high as the Assault Ships and Heavy Assault Ships is because of a good deal of prenerfing by me. This is to prevent them from becoming solo machines because small fleets can not break their tanks. This is also intended to make the the designs a bit more eatable for the Devs and other CCP people. But that is completely up to them about weather or not they put these ships in. The resistances are there but they are much less then what you woul normaly see on T2 ships. They are more along the lines of the other T2 battleships.
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Balor Haliquin
Amarr
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Posted - 2008.09.09 23:59:00 -
[217]
If you are talking about the module that reduced a ships signature radius by something like 500% that was being shown around in trinity. That device alone would account for a large portion of the incoming DPS mitigation. Im not convinced by any means that a bonus to one module would provide a significant enough DPS mitigation to warrent it being put on the ships. And as you have said, what prevents any pilot from slapping a 100mn Afterburner onto any battkleship and buzzing around in it.
Yes, according to EFT you can get some rather significant DPS reduction from one ship. But again the issue is not one ship but 5 or more opening up on you. Why waste a bonus on afterburners when you can use it for making the ship a more effective command ship or having have a batter base tank? As it is i don't like the ships having 6 bonuses (2 Racial Battleship, 2 Flagship, 2 Role). Giving the ships a 100% bonus to ABs would make them tank better in blobs potentialy but in everything els they will still suffer from being a battleship. Getting them with armor and shielding bonuses makes them a lot more versitile.
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Balor Haliquin
Amarr
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Posted - 2008.09.10 01:45:00 -
[218]
These ships are far from super HACs, the latest versions tank better then the standard version of the battleship but don't do nearly the DPS. And even then their tanks do not make them invulnerable. Please no that the current versions of the ships are linked on the first entry of this thread.
You have every right to disagree about the effects of a module on ships, NanDe YaNen.
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Balor Haliquin
Amarr
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Posted - 2008.09.10 05:47:00 -
[219]
Honestly man no problem. You have answered the question a bit better then i could. And despite our debate you are cool about it. therefore I have no issues with you. All I can say about the bonus you propose is this. When and if the speed nerf comes out it may look totally different then what either you or I could imagine. So lets wait till they come up with a better idea of what the nerf is going to look like in the form of actual patch notes. By then it may change the face of battle significatly, and then lets hit the topic of a possible AB boost. There are just too many thing that could change how combat works in the patch to warrent a look in that direction. I say stick with what is rather basic tanking philosophy. And if you want any input on your forum threads I would be happy to comment and help keep ideas alive.
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Balor Haliquin
Amarr
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Posted - 2008.09.15 19:08:00 -
[220]
These ships do have a more beefy tank on them. There is a fine line between a better tank and an invulnerable tank. Thats the fine line I am trying to find and walk. Yes the ships will be rather expensive to get. But thats the price you pay to have a ship that can provide bonuses in high sec that are usually reserved for low sec and null sec. One has to remember that capital ships are great but lack the ability to fly into high sec. The fact that these ships do not suffer the restriction is huge.
As far as I know, having the fleet bonus ship lock something faster then anything els in the fleet dose not mean that all the other ships in the fleet instant lock the target ship. But to have a target hand-off in the game is something that I think the game can not handle. But that is really something for the Devs to talk about.
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Balor Haliquin
Amarr
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Posted - 2008.09.15 23:02:00 -
[221]
Yah know I loved some of the older T2 ships because they have unique models but they are still flavors of their base ships. Its really to bad that all CCP has managed to do for the newer T2s is recolor them and not give them some interesting looks. I would love to see the Abaddon with a communication tower on one of its castles (the parts that stick above the armor on the tops and bottoms) or some extra engines. Even on the Hyperion you could do some really neat stuff with the models and not make them too complex. I'm all for 'upgraded' models as well as new paint jobs.
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Balor Haliquin
Amarr
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Posted - 2008.09.16 01:40:00 -
[222]
My only fear is that it will lead to making the Gallente Flagship a super pwn mobile. Because as they are set now, the Athena gets a bonus to sensor boosters, so all that you would need to do is load up on information warfare links and some sensor boosters and you have a ship the locks pods instantly and hands it over to the dread thats in siege mode for dispatching. It is a neat idea foir a mechanic but one that needs to have huge restrictions and tweaking.
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Balor Haliquin
Amarr
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Posted - 2008.09.16 16:07:00 -
[223]
When i was talking about gang warfare links on capital, pilots have the choice on putting them on or not. Just because many don't is no reason to discount the fact that in low and null sec, more ships classes are open that can fit warfare links. And your point is very correct, many pilots don't. Also the fact that though the population of titans has grown to somewhere in the neighborhood of 50 to 100 total. Thats a very very small chance that you will be getting into a gang that has one. The Flagship offers the titan fleet bonus in a small, high sec capable, and much cheaper hull. Granted the bonus is not at the same level as the Titan's bonus (5% on the Flagship verses 7.5% on the Titan).
Assuming that you will spend 750 million on the Flagship and 250 million on the fitting (I'm being very liberal with the fitting cost) you have a billion Isk ship. Compared to a Titan witch alone will cost a single pilot in the neighborhood of 75 billion Isk to get. Flagships make the survivable fleet command ship avalible to smaller corperations and alliances. And the upkeep coast is far less then Titan. The only thing the titan has that the Flagship dose not is the ability to jump, use a Jump Bridge, use Cloning Vats, and use a Doomsday Device. Witch honestly make the Titan still useful. The Flagship can fly into high sec, can dock, and can use jump gates. I think its a nice trade off between the two.
Cost will be high but i think its cheep compared to what you would have to do to get the same abilities on another ship.
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Balor Haliquin
Amarr
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Posted - 2008.09.23 03:19:00 -
[224]
Im considering changing some of the stats for the Gallente and Caldari. People have pointed out to me that they do not seem to fallow the general theme of Gallente and Caldari, especialy their special design firms. Any suggestions on how are welcome. The basic issue is that they seem to not fallow the themes of the majority of the designs fathered by the firms. I'm not sure I can change them much to make them more oriented toward these issues without making them far more powerful. For example the Athena is on turret down and people have said that that is not what Duvolle dose to their ships. But adding the turret may make the ship far more effective as a combat solo machine then I want it to ever be. There are a few other minor issues. But overall it seems that i nee to redo some of the designs.
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Balor Haliquin
Amarr
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Posted - 2008.09.23 17:52:00 -
[225]
Im not sure that the system can force the other players to target another ship. I seem to remember that this was suggested before but CCP said that they corer system could not do that. What im looking for is a change in the style of the Gallente and Caldari ships, not a whole sale revamp at the moment.
The difference between these ships and command ships is not much. The command ships are probably significantly better as solo machines then the Flagships. The flagship has a much more unique and command and control orientation to it. All the flagships have a fleet bonus right off the bat. The Command ships have the potential to be better at command and control then the Flagships. All in all i think a good way of describing the difference between the Command Ships and the Flagships is the difference between the Assault Ships and the Heavy Assault ships. But not nearly as extreme. There are many situations where I would rather fly a Command Ship, and there are many situation where I would rather be in a Flagship. Their basic intent is to give small high sec corperations the benefits of ships like a titan as far as fleet bonuses are concerned. With the major changes of not being able to use a DD and other super capital only systems.
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Balor Haliquin
Amarr
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Posted - 2008.09.25 20:21:00 -
[226]
Edited by: Balor Haliquin on 25/09/2008 20:25:42 AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9000 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery IV --> Weapon Upgrade IV
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 2 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8400 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link III
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Balor Haliquin
Amarr
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Posted - 2008.09.25 20:22:00 -
[227]
CALDARI Name: Bastion Hull: Rohk Role: Frontline Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret damage per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 6 Turret/4 Launcher Shield HP: 9250 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade V
Name: Tsunami Hull: Rokh Role: Theater Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 1 Turret/6 Launcher Shield HP: 9250 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics III --> Engineering V -> Long Range Targeting V --> Siege Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.09.25 20:31:00 -
[228]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 8 Turret/0 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 50/10/50/47.5 Hull HP: 8900 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 6 Turret/2 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 50/10/50/47.5 Hull HP: 8750 Velocity: 130m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.09.25 20:33:00 -
[229]
MINMATAR Name: Firestorm Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7650 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8100 Armor Resistances: 75/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery V --> Weapon Upgrade IV
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 5 Turret/3 Launcher Shield HP: 8300 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 75/10/25/35 Hull HP: 7600 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.09.25 20:39:00 -
[230]
I changed the Caldari and Gallente Frontline Command ships to reflect more on their ship design firms. They mostly got chnages to their turret and launcher selections. In addition the Tsunami got a bonus change from 5% to missile explosion velocity to 5% to missile rate of fire. The Minmatar Halbred got a fitting change and got an additional launcher added to it. Debating on weather to change the Bastion's bonuses for its rail guns to all optimal range bonuses but I really don't like that idea.
Let me know what you think about the new changes.
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Balor Haliquin
Amarr
|
Posted - 2008.09.26 02:56:00 -
[231]
Hmmm, that is true, I guess I really do need to change out the Cladari bonuses for their rail ship. That will be for the next version though.
I'm liking the idea for the variation on bonuses. I'm not sure how you have outlined them will work but I will definately think about them.
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Balor Haliquin
Amarr
|
Posted - 2008.09.26 16:57:00 -
[232]
1) why would I erase your post for having an idea. 2) Do you mean an altered T1 hull, as what is talked about here, which is kinda standard for eve right now. Or a completely new hull?
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Balor Haliquin
Amarr
|
Posted - 2008.09.26 19:47:00 -
[233]
Your idea has been proposed before when it comes to the number of turret slots. The one thing that I am trying to deal with is making the ships able to operate in more then just large blobs in null sec. Thats why these ships are setup so they can have turrets and or launchers equivelent to their base ships. They are capable of applying nearly the same firepower to the fight as their bas ships and have a fleet bonus that can aid at the same time. If they were skimped on turrets I'm rather sure that the vast majority of the pod pilots out there would skip the slight bonus in tank for a huge bonus in fleet DPS that a standard battleship would bring. The other problem I want to avoid is making any existing ship class completely obsolete. So thats why they can use warfare links but not as well as the Command Ships. The huge advantage that the Flagships have is that they have a built in fleet bonus. But as far as reducing the number of turrets/launcher to 4 or so, I don't think it would work out well.
As for the skills, those are the basic ones that are needed to fly the ships. I just also included all the skills needed to get to those skills as well.
I'm not sure giving the ships huge hit points in one particular area would bring about the desired result that you are looking for. Giving a shield ship 50k shields would give them a huge and nearly invulnerable tank to work with. Giving the armor tankers the huge armor hit points would give them, fitting the right mods, a pile of effective hit points that only capital ships should be dealing with.
As for restricting these to 0.0 only, I would like to point out this. One of the huge selling points of this ship is that it is a heavy command and tank ships that can go anywhere and be used by just about any fleet. The titans and other command capital ships are only allowed in low and null sec and few of those pilots would ever put warfare links on their ships. The advantage these ships give you is that no matter what, your fleet will be getting some kind of bonus to it. And what about these ships would require them to be left out of high sec and low sec? I'm not sure killing off a god chunk of the selling points of the ship is a good plan.
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Balor Haliquin
Amarr
|
Posted - 2008.09.27 21:02:00 -
[234]
The problem with removing turrets is that it only dose one thing, Reduce the DPS that a ship is capable. It dose not force the pilot to do anything els but fit less turrets or launchers. By removing turrets I cant force any player to strap on the items I want him to use. The only thing I can do is encourage him to use the mods that I want him to use. In this light, one has to go using insentives for that purpose, namely the ship bonuses. But eve then there is no garantee that a person will slap the mods on to his ship and fly it. In that light I would rather have a ship that is good in the combat department rather then having a sevearly gimped ship that no one wants to fly. Of course save for the few die hards that will fly it no matter what. And if the ship is gimed and no one flies it then the price of admission is just not worth it. Thus the ship will fail.
((if this rant is a little to much forgive me I have been watching Zero Punctuation on the The Escapist. My internal monologue has been temporarily aprehended and is now a raving mad australian))
What I want to do with these ships is a ship that can fit in well to any fleet action dose not reduce that fleets DPS by a huge amount, increases that fleets survivability, and is not prohibitvely expensive in doing so. At the same time the ship has to avoid stepping to heavily on the toes of other ships already in the field. As far as removing turrets and launchers, all ti will do is drive people away from these ships and into other ships that just have more firepower. Even giving them a huge damage bonus will only make people scream that I'm trying to replace the Marauders. Something that I desperately want to avoid. So I will probably remove a few turrets, after looking at the ships as they are now, some just have way too many for my liking. But for the vast majority of them I don't see a need to drop below the 8 turrets/launchers they have now.
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Balor Haliquin
Amarr
|
Posted - 2008.09.27 23:23:00 -
[235]
I'm not sure that is possible, it really depends on the way the fleet is structured. And even them im not sure if their is one fleet bonus ship or one per position and the system takes the highest values and puts them together. But if its a catch all bonus from one person then we are stuck with a universal fleet bonus.
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Balor Haliquin
Amarr
|
Posted - 2008.09.28 15:58:00 -
[236]
No offence man but there simple is no game mechanic reason for restricting these ships to just null sec. At that rate you would be better off making them out of a capital platform. And I'm not sure that theses ships are that unique that it warrents a complete and wholesale restriction on travel for them. These are ships designed to apply their fleet bonuses to any fleet of any size.
And the ships hit points and resistances that you suggest would make the ships imortal walls hen you consider putting tanking mods on them.
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Balor Haliquin
Amarr
|
Posted - 2008.10.01 00:32:00 -
[237]
As you will note those are the original specs for the Flagships. They were nothing more then rebodied versions of the older Command Ships. But several problems came out of those designs right off the bat. First and foremost was the fact that they would be so grossly overpowered for their class as to render them as solo PvP platforms. They also rendered all other battleships second rate including the Black-Ops and the Marauder. This was pointed out by many of the people who contributed to this forum. So to prevent this I had to convert them into being more command oriented. As I worked toward that goal, many people pointed out that they still do the same damage and theoreticly the same DPS as the marauders and have better tanks. So I reduced the DPS by lowering the bonus and changing out turrets and launchers. After dealing with that I had to make them unique in their bonuses for the fleet, hence the mini titan bonus. But all of that was in the name of making them bee fleet command oriented and balance.
As for a Flagship verses a Battleship of the same class? I would easily give it to the Flagship for many reasons. But first lets restrict the fittings to T2. First off the Flagship has a superior active tank and on almost all the ships are going to be more then likely cap stable. Also the passive tank is garenteed to have more effective HP on the Frontline Command Ships. As for DPS? Well that depends largely on the fittings. But it should be close to if not a little less then the DPS coming out of a Tier 3 battleship.
The reason for the DPS reduction is to prevent the Tier 3 ships becoming completely obsolete. That was a concerned voiced by many people on the thread and so i tried to make sure it was balanced as such.
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Balor Haliquin
Amarr
|
Posted - 2008.10.02 17:46:00 -
[238]
Honestly the main reason for the less DPS is to make the ships more pallatable for CCP. There is a lot of pre-nerfing in these ships. This is to basicly keep the claims of trying to make Marauders and the Tier 3 Battleships obsolete to a minimum. I totally agree that I would much rather fly a regular Abaddon in a solo fight because I'm less likely to be out a billion Isk. But understand that there is a lot of pre-nerfing and most of the designs are done on paper testing and have no actual flight time to them.
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Balor Haliquin
Amarr
|
Posted - 2008.10.02 21:12:00 -
[239]
Yah its a major ballancing act trying to satisfy as many customers as possible if you get what I mean. But to be honest I really have no clue what these ships are capable of without a full test version on EVE. But thats is very unlikely to happen at this point.
In other news, I will be putting up newer versions with changes that people have suggested. They will be up in a week or so.
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Balor Haliquin
Amarr
|
Posted - 2008.10.03 15:14:00 -
[240]
That is a nerf that was put on the Theater Command Ships after people pointed out that that ship would render the Command Ship (Fleet Command Ship spesificly)obsolete. Also consider all of the Flagships get a fleet command bonus of some kind regardless of modules fitted to them.
As for reducing the number of turrets to the same as a Marauder. Reducing the number of turrets to that of a marauder while giving it a better tank then a Marauder and giving it the ability to use gang warfare links is only going to do one thing. Its going to render the entire line of Marauders obsolete. Reducing the number of turrets to 4 and then give a 100% bonus to damage dose not ballance out the ship lass. Remember that you are reducing the power grid and CPU need for the guns by half, the cap use by half, the ammo consumption by half, yet you have the same damage as if you had 8 guns. This will do nothing but make the ships far more powerful then they need to be. Not to mention that it would render an entire class of ships useless. The reason for the turret slots is it forces pilots to make a choice in their fittings. Yes they will have massive firepower, but they will be far more cap unstable. Do they active tank of passive tank? Do they replace a low slot module from a damage module to a Reactor Control Unit so they can fit the last gun? Do they put on a warfare link instead? Thats the set of issues that a pod pilot should be worrying about.
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Balor Haliquin
Amarr
|
Posted - 2008.10.06 15:43:00 -
[241]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9000 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery IV --> Weapon Upgrade IV
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo damage per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 1 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8400 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.10.06 15:44:00 -
[242]
CALDARI Name: Bastion Hull: Rohk Role: Frontline Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret optimal range per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9250 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 50/10/50/57.5 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Tsunami Hull: Rokh Role: Theater Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 1 Turret/6 Launcher Shield HP: 9250 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 50/10/50/57.5 Hull HP: 7500 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.10.06 15:45:00 -
[243]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 8 Turret/0 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 50/10/50/47.5 Hull HP: 8900 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 6 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 50/10/50/47.5 Hull HP: 8750 Velocity: 130m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.10.06 15:47:00 -
[244]
MINMATAR Name: Firestorm Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7650 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8100 Armor Resistances: 75/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery V --> Weapon Upgrade IV
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 4 Turret/3 Launcher Shield HP: 8300 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 75/10/25/35 Hull HP: 7600 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.10.07 04:36:00 -
[245]
Edited by: Balor Haliquin on 07/10/2008 04:38:01 As fleet bonuses go, it takes the ship with the highest. So their is no stacking. The max that a Amarr Flagship can give is +25% to cap recharge rate.
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Balor Haliquin
Amarr
|
Posted - 2008.10.14 03:45:00 -
[246]
*Bump*
I really hate doing this but i would like to keep this thread going. So looking for any more points that can be made about this.
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Balor Haliquin
Amarr
|
Posted - 2008.10.26 02:22:00 -
[247]
I see no reason to not allow them in high sec. Capital Ships are banned for their ability to tank CONCORD for a long period of time. And one of the main selling points of the ship is to bring the bonuses of the Titan into high sec and areas that prevent capital ships from going. This could be high sec, it could be a cyno jammed system, it could be many places where capital ships just can't get to in a timely manner. So preventing it from going to high sec is killing a major selling point and their is no real ballance reason to do it.
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Balor Haliquin
Amarr
|
Posted - 2008.10.26 20:25:00 -
[248]
As far as the skill requirements for the ships are concerned, the skills as of now are ballanced for the ammount of time they would take between the two different versions of the ships. For example, if a person started skilling for one of the ships it would take them on average (assuming they have implants and reasonable learning skills) about 6-8 months. Thats just for the basics.
Remember these are just the basics to fly the ship. Not the recomended skills to fly the ship well. I can see your point in so much as these skills would go a long way to helping the pilot be more effective with the ship. But they are by no means required by game mechanics to do that for a lot of the ships in the game. A point well taken though.
As for the cost of the ship, that is going to be more dependent on the market rather then anything els. As long as CCP continues to not release the Tech 2 BPOs like they have in the past for the other tech 2 battleships then the price is going to be a bit harder to predict. That being said if the ship do ever make into the game, we will likely see the price skyrocket on release to about 1.5bil Isk and then drop over the next few months as more and more ships make it to market. This has been the case with the other T2 battleships, both stared off sevierly overpriced and they have no come way down do to market forces. So the short of it is that i cant say what the price will be. |
Balor Haliquin
Amarr
|
Posted - 2008.11.02 21:43:00 -
[249]
I was looking at the requirements for Marauders and forgot that they do need Advanced Weapons Upgrades to 5. Im not sure how i would work in the skill requirement for the Flagship.
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Balor Haliquin
Amarr
|
Posted - 2008.11.03 04:03:00 -
[250]
thats the plan man. As the designs stand they are all based off of the Tier 3 battleships. I don't know if you have seen them but the designs are up. Go to the first entry on the forum thread and click on the links to them.
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Balor Haliquin
Amarr
|
Posted - 2008.11.03 15:38:00 -
[251]
I have to admit that I do not know the Minmatar ship design philosiphy. I did the best I could but the designs lack a certain ability about them I think. Where as the other races have their ships set up with 2 different types of weapon systems that they are specializing in (Amarr: Lasers/Missiles, Gallente: Hybrid/Drones, Caldari: Hybrid/Missiles) I can't seem to figure out what the alternate weapons system should be for the Minmatar. Any suggestions would be nice.
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Balor Haliquin
Amarr
|
Posted - 2008.11.04 06:47:00 -
[252]
I think at that point it matters more as to how the fleet commander sets up his fleet and how the ships are set up then anything that Flagship can outright tank. Lets face it, it has been demonstraited that even a fully officer and deadspace fitted Titan will drop if the enemy really wants it dead.
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Balor Haliquin
Amarr
|
Posted - 2008.11.04 07:14:00 -
[253]
There is a very good reason why their are no more ships, save the Guardian Vexor, that have a bonus like that. The original reason behind it was to reduce server lag and drop the massive DPS of the Vexor and the Ishtar. They introduced bandwith to further hamper this issue. I'm not sure that allowing a ship that could easily be made into fleets with the ability to drop more then 5 drones at a time would be a good idea. it seems like something that would make the ship a bit to powerful.
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Balor Haliquin
Amarr
|
Posted - 2008.11.04 07:24:00 -
[254]
There have been many ideas about have Drone Warfare Links, I have thought about the subject myself. But I think that is the realm ofa different thread topic. As for having a module that adds more drone control? I think the only thing that comes close is the carrier/mothership module that allows the control of an additional fighter. I'm not sure how it would work on the sub-capital scale. But i think thats something that should be kept to the capital realm. Adding more drones to any ship would make that ship a little to unballanced. though I would imagine that you would have to sacrifice a bonus and a high slot just to get the ability to. And at that point why bother with the ship?
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Balor Haliquin
Amarr
|
Posted - 2008.11.08 23:19:00 -
[255]
I do to, but I think the only way to ensure their placement in the game is more work and more trying to convince the devs that they are a good idea. I think a forum thread that has lasted 19 pages and almost a year on subject says something about the idea.
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Balor Haliquin
Amarr
|
Posted - 2008.11.13 16:42:00 -
[256]
I'm trying to work in an Advanced Spaceship Command skill requirement. Not sure yet to what level or if it should be on all ships.
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Balor Haliquin
Amarr
|
Posted - 2008.11.14 16:16:00 -
[257]
The idea for changing the theater command ship into something more then just a Tech 2 Tier 3 battleship has been proposed before. The idea often comes in the form of making it into a heavy logistics ship. I'm a firm beliver in making sure that all the ships in a class should be fairly uniform. Having a ship class that gets you both a heavy command ship and a heavy logistics ship is not going to work. No other skill for a ship (ie, Battlecruisers, Amarr Battleships, and the like) has that ability. I think a completely seperate heavy logistics class would do the trick.
Im going to have the changes that QR put into the game put onto the ship designs to keep them up to date. Basicly everything will be losing 20m/s in speed and some of the missile bonuses will be changing.
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Balor Haliquin
Amarr
|
Posted - 2008.11.14 20:55:00 -
[258]
I would have to say that would be really helpful as far as ballancing them. But it think one would have to talk to the people who make EFT. Im not sure who they are and so on.
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Balor Haliquin
Amarr
|
Posted - 2008.11.15 17:41:00 -
[259]
Okay, so the resistances are a bit odd but let me try and explain how I have seen them work on T2 ships. The only difference between the T1 and T2 of a ship is that their base resistances are higher on only two of them. These two happen to be on the racial specific (Amarr: Exp/Kin , Gallente: Thr/Kin , Caldari: Kin/Thr , Minmatar: EM/Thr ). So even on the base resistances for Caldari, their shield thermal resistance (20) is lower then their armor thermal resistance (45). This is even true on some of their T2 ships like the Nighthawk (Shield Thermal Resistance = 70, Armor Thermal Resistance = 79.37). So its not in fact an error, its just a strange artifact of how the resistance math is done.
I'm not sure increasing the drone bay is a good idea on the Bastion. I suppose you could increase the size of the drone bay but not the drone control. I'm not sure of it because it is very out of line on how T2 ships for the Caldari are made.
The drone bay of the Artimus is already 75m^3 bigger then the standard Hyperion. And it can fly a full wing of heavy drones. So I don't think an increase is needed for the Artimus on drone bay size.
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Balor Haliquin
Amarr
|
Posted - 2008.11.15 20:30:00 -
[260]
Ohhhh, no no no. You have the resistances wrong. The Rokh's base resistances are 00 EM/50 Exp/40 Kin/20 Thr for shields. The Tsunami and the Bastion 00 EM/50 Exp/55 Kin/32.5 Thr for shields. This is a 15% bonus to Kinetic and 12.5% to thermal. The armor is much the same 50 EM/10 Exp/35 Kin/45 Thr for the base. And then 50 EM/10 Exp/50 Kin/57.5 Thr for the T2 ship. Why so small? Thats simply a ballance issue, the other battleships do not have the same high bonus as the tech 2 battlecruisers and below.
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Balor Haliquin
Amarr
|
Posted - 2008.11.15 21:41:00 -
[261]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9000 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 89m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery IV --> Weapon Upgrade IV
Name: Vanquisher Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo explosion velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 1 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8400 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 89m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.11.15 21:42:00 -
[262]
CALDARI Name: Bastion Hull: Rohk Role: Frontline Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret optimal range per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9250 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 50/10/50/57.5 Hull HP: 7250 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Tsunami Hull: Rokh Role: Theater Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 1 Turret/6 Launcher Shield HP: 9250 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 50/10/50/57.5 Hull HP: 7500 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.11.15 21:44:00 -
[263]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 8 Turret/0 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 50/10/50/47.5 Hull HP: 8900 Velocity: 110m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 6 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 50/10/50/47.5 Hull HP: 8750 Velocity: 110m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.11.15 21:45:00 -
[264]
MINMATAR Name: Lahar Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7650 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8100 Armor Resistances: 75/10/25/35 Hull HP: 7500 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery V --> Weapon Upgrade IV
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 4 Turret/3 Launcher Shield HP: 8300 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 75/10/25/35 Hull HP: 7600 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.11.15 21:51:00 -
[265]
Ohh for god sake (edits the post) |
Balor Haliquin
Amarr
|
Posted - 2008.11.15 22:01:00 -
[266]
I had to change the names of some of the ship because I either did not like them or they were used somewhere els in the game.
Firestorm is now the Lahar (basicly a pyroclastic flow from a volcano) Oblivion is now the Vanquisher
The Vanquisher has also had its bonus to its torpedos changed to explosion velocity rather then rate of fire. |
Balor Haliquin
Amarr
|
Posted - 2008.11.15 22:50:00 -
[267]
ill have to look into that, thanks for pointing it out.
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Balor Haliquin
Amarr
|
Posted - 2008.11.17 00:08:00 -
[268]
No problem man, we all do it occasionaly. |
Balor Haliquin
Amarr
|
Posted - 2008.11.17 17:12:00 -
[269]
The reason I have not not given the Flagships huge logistics bonuses and a Marauder style gun and damage setup is very simple. I wanted to avoid making a Marauder clone and make them as effective as Marauders at doing missions. No giving the player the ability to simply have, effectively, 8 guns and the ability to run all the warfare links with no penelty will not only make the Marauders less effective but it will completely overshadow the Command Ships. Secondly, Flagships are regular battleships with heavily upgraded fleet control functions. They are not logistics ships. I'm not saying that their should be no battleship sized logistics ship. I'm saying that it should be its own unique varient or ship. Trying to make a ship that is a jack of all trades will simply place it in the hall of fail, or is done very wrong, the halls of absolute win and needing to be nerfed. |
Balor Haliquin
Amarr
|
Posted - 2008.11.19 17:19:00 -
[270]
Yes these ships are what I, and at this point a lot of other people, think the Flagship should look like and fly like. The reason for not allowing the 8 guns for the price of 4 is very simple. The Marauder style bonus may look like its as simple as just more damage per gun. But it has a lot more value then just a damage bonus. Mounting 4 guns with a 100% bonus to damage instead of 8 means that not only do you effectively have 8 guns, but you are mounting those 8 guns at half the fitting/cap/slot requirement. Effectively the cost on the ship is heavily reduced. Not only that but you are now able to put in extra mods in the high slots. And yes they may be intended for one thing but it simply does not prevent players from putting what they want in them. Might I suggest that a player could have on any Flagship the 4 guns and 4 Heavy Neuts/Nos. That is a solo machine right there. The Guns are designed to be a limit as much as they are an option for the ship.
The ships as of now require close to 3 months worth of directed skilling. Skilling that is focused only on flying the ships. Anything more then that might be too much for most players to even want to consider right off the bat.
Yes Caldari pilots have to learn how to use both Hybrid an Missiles. Just like Amarr pilots have to learn how to use Lasers and Missiles, and Minmatar have to learn to learn how to use Projectile/Missiles/Armor/Shields, and Gallente cheat and only have to learn how to use Hybrid and Drones (which are nothing more then suplemental damage). So yes it sucks to have to go through and skill a lot of different things, but thats how it works in EVE.
Most of what you are seeing is a lot of pre-nerfing. Its to prevent the ships from completely overshadowing the other battleships/command ships/T2 battleships. |
|
Balor Haliquin
Amarr
|
Posted - 2008.11.22 04:48:00 -
[271]
I have made a mistake. Noah pointed out that I had the T2 bonuses to shields and armor in the wrong order for the Caldari. ANd he was right so ill have to change that soon.
|
Balor Haliquin
Amarr
|
Posted - 2008.11.29 16:40:00 -
[272]
I will have to figure out if the Roden ships fit the concept for the Athena. If not ill make changes apropriate to bring the Athena back into line with its mega corp. Thanks for pointing that out.
|
Balor Haliquin
Amarr
|
Posted - 2008.12.06 05:18:00 -
[273]
Ill have new ship designs up this weekend. They will have some changes that people have pointed out. Thanks for the suggestions and support. I will be sending the idea off to the CSM and see what they think about it. Please help get these ships into the game.
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Balor Haliquin
Amarr
|
Posted - 2008.12.07 03:06:00 -
[274]
Kweel, could you please explain what you mean by bugged?
|
Balor Haliquin
Amarr
|
Posted - 2008.12.07 06:55:00 -
[275]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9000 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 89m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery IV --> Weapon Upgrade IV
Name: Vanquisher Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo explosion velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 1 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8400 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 89m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.12.07 06:57:00 -
[276]
CALDARI Name: Bastion Hull: Rohk Role: Frontline Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret optimal range per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9250 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 50/10/37.5/60 Hull HP: 7250 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Tsunami Hull: Rokh Role: Theater Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 1 Turret/6 Launcher Shield HP: 9250 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 50/10/37.5/60 Hull HP: 7500 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link III
|
Balor Haliquin
Amarr
|
Posted - 2008.12.07 07:00:00 -
[277]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Roden Shipyards Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generaly possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 8 Turret/0 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 50/10/50/47.5 Hull HP: 8900 Velocity: 110m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Artemis Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 6 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 50/10/50/47.5 Hull HP: 8750 Velocity: 110m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link III
|
Balor Haliquin
Amarr
|
Posted - 2008.12.07 07:01:00 -
[278]
MINMATAR Name: Lahar Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7650 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8100 Armor Resistances: 75/10/25/35 Hull HP: 7500 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery V --> Weapon Upgrade IV
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 4 Turret/3 Launcher Shield HP: 8300 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 75/10/25/35 Hull HP: 7600 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.12.09 01:52:00 -
[279]
I'm not entirely happy wit the skill requirements and how they set players up for capital ships, as in they largely don't. Ill set to work on them ans see if i can come up with a better setup.
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Balor Haliquin
Amarr
|
Posted - 2008.12.11 20:46:00 -
[280]
Right I will look into that. Thanks for pointing it out.
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Balor Haliquin
Amarr
|
Posted - 2008.12.13 00:10:00 -
[281]
*bump* this is the main page for the Flagships, please put opinions here.
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Balor Haliquin
Amarr
|
Posted - 2008.12.15 22:21:00 -
[282]
The reason that the Theater Command ship does not have the 3rd warfare link on it is because of 2 reasons. First off, someone had pointed out that making the skip a carbon copy as far as command bonuses of the fleet command ship (the Command Ship) would make it a bit obsolete. Put on top of the effect of the fleet bonus from the ships, that would with the 3 warfare links, would give the ship effectively 4 fleet bonus. That would basicly overshadowed the fleet command ship.
As for the Frigates requirement, I did all of the requirements and skills needed. So frigates 5 made it on to the list. It is a requirement for Assault Ships, Heavy Assault Ships, and Command Ships. And all of those are required for Flagships. But as i have said I'm not happy with how much time the skilling actually soaks up. I have to remember that the skilling for the ship must also include skilling up gunner/missiles and tanking skills and anything els that a person might want to do. So i will have to reduce the list. Noting also that the other T2 battleships are much less stringent on skill time.
Caldari have s small drone bay simply because that is what the race is based around. Small drone bays and great missiles. So it is not going to change.
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Balor Haliquin
Amarr
|
Posted - 2008.12.16 04:08:00 -
[283]
Right sorry i keep forgetting that an Assault Ship skill requires Frigates 4 but the ship requires frigates 5. Or some screwed up thing like that. Ill be changing the skill trees soon.
And I am going to change the bonus to the Bastion. I, like many others, would rather not have the ship have basicly a duplicate bonus.
AS for the extra active warfare link module on the theater command ship. I would like to keep that off and see (if the people at EFT would be so nice) the effects of the ships fleet bonuses before boosting it even more. I can see the arguments for and against. And unfortunately without actual testing I have no way of knowing.
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Balor Haliquin
Amarr
|
Posted - 2008.12.16 22:11:00 -
[284]
I have completely redone the skills for the ships. Both ships are now much more oriented in getting pilots into capital ships. Or by the same token for getting capital pilots into the fleet command role. Ill give the amarr example.
Frontline Command Ship Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Advanced Spaceship Command IV --> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Theater Command Ship Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Advanced Spaceship Command V --> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V --> Electronics I -> Long Range Targeting V --> Electronics II -> Drone Interfacing V --> Drones V
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Balor Haliquin
Amarr
|
Posted - 2008.12.17 00:18:00 -
[285]
The reason for those skills is to get people ready for capital ships. I know that some of the required skills seem out of wack but people have complained that the ships seem rather devoid of preparing pilot for the leap into capital ships. Yes Advanced Spaceship Command affords a bonus only to capital ships but their are no ships that currently require less then level 5 for the skill. So putting it in at a lesser level gives you a bit of a stepping stone on your way to capital ships.
The drone requirement for the Caldari Theater Command Ship seems strange but think of it this way. I basicly makes you drones twice as effective at doing damage then if you had not trained the skill to 5. It is a required skill for carriers and the Theater comman ship is supposed to be a stepping stone of sorts for that ship. So why not get you most of the way there while training for the ship. And now you have a frighteningly good wave of drones form a Caldari ship.
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Balor Haliquin
Amarr
|
Posted - 2008.12.17 21:15:00 -
[286]
Fair enough, i can see the point when you all say that Advanced Spaceship Command for this ship is rather useless. And that will be droping off the skill tree. I was just trying to make the skill tree a bit more toward the getting people into capital ships line.
As for the bonus to the Bastion. Im not sure what els to put in its place. The vast majority of the Caldari rail ships have 2 bonuses to hybred range. And if i was to replace the one bonus with a damage on it would be better then that gallente ships at throwing fire and dealing damage.
The Bastion and the Tsunami are reversed because it allows the Tsunami to fit warfare links and a full complement of weapons. I figured that made more sence then an under gunned Bastion and a standard gunned Tsunami that people were left scratching their heads about what to do with the last 2 slots.
As for the minmatar ships, they may be allowed to fit 8 guns but I think that due to the restrictive fittings you might only be able to fit 6 or 7 which leaves more then enough room for warfare links. Though a proposal for an alternative is welcome.
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Balor Haliquin
Amarr
|
Posted - 2008.12.18 05:14:00 -
[287]
I can do 6/1 for the turrets and missiles for the Halbred. But I want to keep it in the theme of the others. Considering that the other Theater Command ships get a max of 7 missile and turrets combined. Thanks for pointing that out.
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Balor Haliquin
Amarr
|
Posted - 2008.12.18 22:14:00 -
[288]
Right my fear though is that all the Tsunami would be used for is a sniper platform if it was moved into the Theater Command ship role and no one would ever use it for the position it was designed for. Propose an alternative to the second range bonus. And what is preveting pilots from fitting blasters instead of rails?
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Balor Haliquin
Amarr
|
Posted - 2008.12.19 03:01:00 -
[289]
Already removing that requirement for the ships.
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Balor Haliquin
Amarr
|
Posted - 2008.12.19 19:58:00 -
[290]
Fair enough, ill switch the setups and see what they look like.
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Balor Haliquin
Amarr
|
Posted - 2008.12.21 22:18:00 -
[291]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9000 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 89m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Vanquisher Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo explosion velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 1 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8400 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 89m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V --> Electronics I -> Long Range Targeting V --> Electronics II -> Drone Interfacing V --> Drones V
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Balor Haliquin
Amarr
|
Posted - 2008.12.21 22:20:00 -
[292]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Kinetic Missile damage per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 0 Turret/7 Launcher Shield HP: 9250 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 50/10/37.5/60 Hull HP: 7500 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Bastion Hull: Rohk Role: Theater Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9250 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 50/10/37.5/60 Hull HP: 7250 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skills Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V --> Electronics I -> Long Range Targeting V --> Electronics II -> Drone Interfacing V --> Drones V
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Balor Haliquin
Amarr
|
Posted - 2008.12.21 22:21:00 -
[293]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Roden Shipyards Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 8 Turret/0 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 50/10/50/47.5 Hull HP: 8900 Velocity: 110m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Artemis Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 6 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 50/10/50/47.5 Hull HP: 8750 Velocity: 110m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V --> Electronics I -> Long Range Targeting V --> Electronics II -> Drone Interfacing V --> Drones V
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Balor Haliquin
Amarr
|
Posted - 2008.12.21 22:23:00 -
[294]
MINMATAR Name: Lahar Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7650 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8100 Armor Resistances: 75/10/25/35 Hull HP: 7500 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 6 Turret/1 Launcher Shield HP: 8300 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 75/10/25/35 Hull HP: 7600 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V --> Electronics I -> Long Range Targeting V --> Electronics II -> Drone Interfacing V --> Drones V
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Balor Haliquin
Amarr
|
Posted - 2008.12.21 23:36:00 -
[295]
I can understand that position. But I want to keep the requirements uniform.
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Balor Haliquin
Amarr
|
Posted - 2008.12.23 01:59:00 -
[296]
I'm not sure what you mean by that.
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Balor Haliquin
Amarr
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Posted - 2008.12.23 22:56:00 -
[297]
Okay so i looked over the ship and looked over the Nighthawk and the Golem. They both require Gunnery II to fly. That being the prerequisite for the Weapons Upgrade and the Advanced weapons upgrade. Its no so much a bonus to guns. Both the Golem and the Nighthawk are missile boats and they both require the skill gunnery. Simply put its so you can get to weapon upgrades and adv weapon upgrades. Those skills give a bonus to all weapons systems. So your missiles will be much easier to fit. So other then that I'm not sure what gunnery bonuses you are looking at.
Im not very good at understanding the concepts behind the minmatar design conventions, as in how they are generaly made and given bonuses. The falloff was the base bonus the command ships so i figured it would be a simple transplant. What are the general bonuses you would see on a ship like the Lahar?
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Balor Haliquin
Amarr
|
Posted - 2008.12.25 02:59:00 -
[298]
Yah that has been pointed out but which would you rather have, a Hyperion with a full complement of turrets or one with 7 turrets and a missile launcher and one with 7 turrets and no missile launcher?
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Balor Haliquin
Amarr
|
Posted - 2008.12.25 15:55:00 -
[299]
I am not, I am comparing 2 hours for Gunnery, 9 days for Weapons Upgrade V, 33 Days for Advanced Weapons Upgrade V. Verses 5 Days for Drones V, and 35 days for Drone Interfacing V. so its 42 Days verses 20 Days. Depending on where you have your attributes set for skilling, these numbers can change drasticly. But i am asuming that all your skills are about even. I again fail to see what the problem is.
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Balor Haliquin
Amarr
|
Posted - 2008.12.25 19:25:00 -
[300]
So if this is the case then why is it required for Caldari Carriers and Mother Ships? The Theater Command Ships are set up in such a way as to push you toward carriers. And the idea of changing one skill set on specific ship is completely unheard of in EVE. Changing that skill set means that all the other pilots that trained for the other versions of the class could fly evry other version as soon as they get the racial battleship skill to 5, except the Caldari Theater Command Ship. And likewise, anyone who skilled only for the Caldari Theater Command Ship will not be able to fly any of the other theater command ships until he/she skills up Drones V and Drone Interfacing V. What I'm saying is that it makes little sence to change the skill set with the evidence you have given me. You have a 50m^3 drone bay and that is more then enough to throw a full wing of medium combat drones or a full wing of medium shield rep drones. And most other ships in the class use drones as suplimetary damage. Only the Gallente drone boat is using them for its primary damage source. And even then the Caldari ship can easily out range and out gun 5 drones.
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Balor Haliquin
Amarr
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Posted - 2008.12.25 20:15:00 -
[301]
Okay now that i have an idea of what you are getting at. The idea with the Theater command ship is that it is a step toward the carrier. Do you have any good ideas on how to do this. The issue being is that the Theater Command ships are right now taking a little less time to train for then the Frontline Command Ships. But the skills can not be just some arbitrary things, i would like them to move the character toward carriers.
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Balor Haliquin
Amarr
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Posted - 2008.12.25 21:42:00 -
[302]
Uhm, no. There is no presidence for this kind of ship for the Caldari. I was asking more for a set of skills that would prevent what you pointed out as being somewhat useless skills. Not to mention that you are turning the ship into a command and logostics ship. Which for a capital ship is fine but not for sub capitals.
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Balor Haliquin
Amarr
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Posted - 2008.12.26 00:41:00 -
[303]
As I said there is no presidence I meant for sub capital ships. Taking the bonuses from the carrier and putting them onto a sub capital ship does not make a good ship. The issue you have with sub capital ships is that you have a very limited fitting and module space to do what you want. With capitals, especially carriers, you have a lot more freedom. These ships are designed and have been focused on the command and control area of the fleet. They are not logistics ships, they are not super combat ships, they are not super high end electronics warfare ships. They are simply command and control ships. I put the added concept of using their skill tree to get very close to the skills needed for capital ships, specificaly dreads and carriers.
If CCP decides to take the designs or not is completely up to CCP. I agree with that. But if there was no hope of getting ideas into a game then why bother having a features and ideas section to the forums to begin with? I happen to think that the idea is a good one and a sound concept. So do a lot of other people who have put in their ideas and concepts for the ships. Im trying to get what you are talking about when it comes to your concept and trying to relate my concept to you. I'm sorry if the ideas and concepts used to make the ships what they are now do not work with what you feel the ships should be. But ill be honest you had me thinking that your complaint was about caldari ships alone and you wanted only that group changed to fit a caldari only setup. And that is something i could not see happening.
So is you issue with the Theater Command Ship's skill requirements or with how the Theater Command ships are set up as far as stats and bonuses?
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Balor Haliquin
Amarr
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Posted - 2008.12.26 03:37:00 -
[304]
Ahhhhhokay i see what you are saying. I would much rather the ships be evolutions of command ships then direct replacements for capital ships. The Theater Command Ship is supposed to be the evolution of the Fleet Command Ship. Thats why it is set up the way it is. Most of the ships i took some creative liberty to make them evolutions and not pure upgrades. Thats why you see differences in bonuses and ship stats.
If the drone requirements for the Theater Command Ship are not good, and see now what you mean, what do you suggest for skill requirements. I want the skills to kick players in the general direction of carriers for the Theater Command Ships and the general direction of Dreadnoughts for the Frontline Command Ship. But the more important thing is for them to be evolutions of command ships and not purely mini capital ships.
((BTW, drunk increases all skills by 300% but reduces perception by 1,000%. Happy holidays))
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Balor Haliquin
Amarr
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Posted - 2008.12.29 02:43:00 -
[305]
No problem man. Okay but the issue still is that the Drone and Drone Interfacing bonuses have to go. So I'm thinking Targeting V and other such electronic skills. I'm not sure where to go so suggestions are welcome.
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Balor Haliquin
Amarr
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Posted - 2009.01.02 02:05:00 -
[306]
I see no reason as to why it should not be allowed save one. The ships cant lock the numbers that would make multitasking useful. The answere might be as simple as upping that Theater Command Ship lock number. But thats a simple fix.
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Balor Haliquin
Amarr
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Posted - 2009.01.05 18:41:00 -
[307]
Well having a ship that can lock six and requiring a skill that allows you to lock 7 at level 1 seems a little starnge to me. Besides i can hear the populous pointing out the flaw now. It should add some uniqueness to the two classes. One can lock 6 (Frontline) while the other can lock 7 (Theater). So the new skill requirements for the Theater command ship will look like this then.
(Example is for an Amarr ship) Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
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Posted - 2009.01.05 20:20:00 -
[308]
Spaceship command is already a requirement, its under the secondary skills. There was a huge debate about the requirements for Drone Interfacing and drones as a requirement at all. Simply put, most of the ships do not need that kind of skill so it seems out of place to require it. And the reason for Fleet Commander, it was an attempted to force people into the fleet commander position. It seems apropriate for the ships concept.
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Balor Haliquin
Amarr
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Posted - 2009.01.12 21:09:00 -
[309]
Edited by: Balor Haliquin on 12/01/2009 21:11:00 AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9000 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 89m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Vanquisher Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo explosion velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 1 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8400 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 89m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 8 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
|
Posted - 2009.01.12 21:10:00 -
[310]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Kinetic Missile damage per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 0 Turret/7 Launcher Shield HP: 9250 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 50/10/37.5/60 Hull HP: 7500 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Bastion Hull: Rohk Role: Theater Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9250 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 50/10/37.5/60 Hull HP: 7250 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 8 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skills Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
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Posted - 2009.01.12 21:12:00 -
[311]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Roden Shipyards Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 8 Turret/0 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 50/10/50/47.5 Hull HP: 8900 Velocity: 110m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Artemis Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 6 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 50/10/50/47.5 Hull HP: 8750 Velocity: 110m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 8 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
|
Posted - 2009.01.12 21:13:00 -
[312]
MINMATAR Name: Lahar Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7650 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8100 Armor Resistances: 75/10/25/35 Hull HP: 7500 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 6 Turret/1 Launcher Shield HP: 8300 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 75/10/25/35 Hull HP: 7600 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 8 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
|
Posted - 2009.01.12 23:46:00 -
[313]
I have thought about doing something like that for the fleet bonuses to differentiate the two classes, but the issue is that the current bonuses can help all ships, the resolution bonuses and such would either be overpowered or not diverse enough. Ill see what i can do, thanks for the idea. |
Balor Haliquin
Amarr
|
Posted - 2009.01.21 22:33:00 -
[314]
Consider the name of the class to be a working concept name. The name was for it was the one that i flet best suited and described what this ships was intended and designed to be. I suppose I could call it a Heavy Command Ship but that seemed way to campy. But in all honesty its up to CCP to make the final desision on the ships and their eventual status as a part of the game or just a good idea. |
Balor Haliquin
Amarr
|
Posted - 2009.01.27 17:22:00 -
[315]
Thanks for the support guys. If anyone has any suggestions to make please feel free to post them. |
Balor Haliquin
Amarr
|
Posted - 2009.02.02 02:30:00 -
[316]
The suggestion of a completely new hull has been made before. And several times in this thread. But in all the research I have done for these ships I have no come across the concept that there needs to be a completely new T1 ship. The Command ships are based off of the tech 1 tier 1 battlecruisers. And there are no other command oriented ships until you get to capitals. And to be perfectly fair, Capitals to not really fallow the same rules as the sub-capitals.
The main reason or the tech 2 tier 3 battleship is for many reasons. The ships currently have no tech 2 varients. They are almost the same as the tier 1 battlecruisers in the form of bonuses. As a command platform they seem a rather obvious choice. And I happen to like the idea of using them as a command platform. But making a completely new hull seems a bit off the beaten path. It would involve a lot of choices that I think can be better solved by simply making a T2 varient of a ship. The ship design here is really aimed at the smaller corps and helping them. As another person mentioned, not everyone can afford the titans. |
Balor Haliquin
Amarr
|
Posted - 2009.02.02 03:31:00 -
[317]
I should point out that I have given up the idea that these ship could truely bridge the gap between the sub caps and the cap ships. I would much rather have them be more fleet oriented then trying to fill that roll. |
Balor Haliquin
Amarr
|
Posted - 2009.02.03 07:43:00 -
[318]
There is strange quirk of the bonuses that T2 ships get for Caldari. The bonuses that are assigned to the to them are blanket bonuses to the Armor and Shields. So that you get some strange resistances where the armor is higher then the shield resistances. So if the base resistances for the armor are higher then the base resistances of the shields then you will have higher armor resistances after the bonus is applied. Its strange to see but its on other ships.
The extra turrets for the vanquisher is noted. I did not realize that Khanid ships had so many turrets. Ill be adding some more in the next version of the ships. Probably not the 7-8 desired.
The question of what are the purpose of these ships has been asked many times. The reason for the ships is for a heavy command ship that can survive a reasonable amount of time longer in a fleet battle then its smaller brother. Yes the command ships are command oriented but they are still to thin as far as raw HP for most major engagements. The other issue with the Command ships is they do have the ability to fit armored warfare links but they have no intrinsic bonus to a fleet operation. With the Flagships in the bonus position (the position that gives the fleet bonuses) you are giving the fleet a massive bonus to its fleet. The whole concept behind the ships is multi-fold, it aids small gangs with massive fleet bonuses, it aids small corperations and alliances that are unable to afford the very large command platforms, it has the ability to fallow and deploy in many places that capital ships would be prevented from entering (cyno-jammed systems and high sec) and thus continuing to give massive bonuses to its fleet, and it robust tanking ability makes sure it will survive longer on the battlefield (allowing more time for logistics to be placed on the ship). The ships are more then anything designed for the fleet role. Command ships are more designed as combat platforms that have the option of warfare link modules placed on them. There is nothing wrong with that philosiphy but I think that the game really lacks a command oriented ship other then the titan. Which also has a automatic fleet bonus on it. Sure many ships have the abillity to fit warfare links, but only the Mother Ships and maybe the carriers are the few I have seen used in that function.
As for using the tier 2 Battlecruisers, I think they would be better used as another type of ship. It would seem rather redundant to have the Tech 2 version of the tier 2 Battlecruisers be exactly the same as the other Command ships. It would be a rather large exercise in redundancy.
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Balor Haliquin
Amarr
|
Posted - 2009.02.03 19:11:00 -
[319]
I have heard the argument on these being nothing more then super heavy assault ships, but I'm hard pressed to find any evidence. The ships do get some bonuses to two resistances that are related to the same ones that all the other T2 ships of that race get. And the amount of the bonuses are much less then any of the other T2 ships. So the super resistant ships that people claim these are cant be had by the math. Best case senario is that a Requiem (Amarr Frontline Command Ship) has nothing but resistance modules in its lows and has the armored warfare links in its highs. Now doing this with T2 modules (because anyone can make the argument that any ship is broken with faction/deadspace/officer modules) you would get average resistances in the mid 80s range. Thats less then the absolution and zealot if they were built the same way. The difference being is that the Requiem can buffer tank much more. Trying to dual rep would be hard because you would be sacrificing a lot of valuble PG and CPU to the dual reps. Remeber that the ships have less PG and CPU then their stock ships. Also for the most part the Flagships will do less DPS and Volly then their base ships because they have less of a bonus to their respective guns. So Im rather unsure where the argument of the Flagship being a huge DPS throwing super tanking super HAC comes from.
The ships are designed to be more survivable in combat, that is truely their soul advantage over their base ships when you compare them to each other. They become even more effective in their ability to tank when put into a fleet and allow the fleet around them to act more freely and hopefuly survive the encounter.
The Flagships are fleet ships, but their exsistance on the battlefield will not constitute an acceleration of blob warfare. All the Flagships do is make the ships that it is giving a bonus to more effective. Blob warfare will continue to expand and explode as long as there is no drawback to having more ships on the field of battle aiming at one target. The Flagships will do nothing to further this or prevent this from happening.
The Amarr Flagships do get an awesome bonus to the fleet under them but its not something that is completely unheard of. The bonus is actualy based off of the Avatar's bonus to its fleet. It is a much less potent then the one on the Avatar but it is the same non the less. Considering the other bonuses i don't think it is hugely out of proportion. Consider that the Gallente flagship would mean that armor buffer tanks are even more of a brick wall to get by, the Caldari bonus means that passive tanked ships are even more powerful, and with Minmatar all you ships are taking less damage due to their 25% (at max level) small signature radius. The Amarr bonus is fantastic but what good does it do to passive tanked missile ships? Yes the tanks are more formitable but they are not impossible to kill. 2 Abaddons fit for combat on the opposing fleet could easily chew through most of the ships that have the bonus with little trouble. The point is to make the ships in the fleet more difficult to kill but not imposible.
A Flagship bonus to complete e-war immunity would make them a solo machine off doom. So i dont think that would make sence. |
Balor Haliquin
Amarr
|
Posted - 2009.02.04 19:29:00 -
[320]
Im not sure how the flagship will replace the HIC considering that the two ships could not be further apart on the jobs they have in fleet. The HIC being a dedicated tackler and the Flagship being a dedicated command ship. I'm not sure what you mean by that.
Yes, you could set up a pile of ships to work with a Flagship and be dependent on the fleet bonuses that it gives out. But frankly that would be beyond stupid for a fleet commander. The only time I have seen such setups work well is in the very restricted and controlled combat area that is the Alliance Tournys. I have seen the concept used in fleets before but it often suffers the same fate, that being the enemy fleet just gets more people on target and the whole fleet collapses as soon as one of their intergral ships pops. Its is far better and far more sensible to have each ship me able to stand on its own and benefit from the added from the Flagship or what ever other command ship happens to be around. If the Amarr bonus is so fantastic then why do we not see every titan that is built being an Avatar? Simply put the bonus is good but not game ending good. Just because you have more cap to play with does not mean that you automaticaly tank harder or fire faster. It simply means that you ships in the fleet have a slightly more stable cap to play with. For example, a gank fit Abaddon or Megathron will not be doing any more damage beacuse of the cap boost. They are almost cap stable to begin with. And if you went for an active tank on them instead of the passive buffer it would make them wildly cap unstable, even with the boost. The vast majority of the PvP ships out there would not be effected drasticly. It would make them harder to tackle down with cap warfare, and for some it would mean they could run their armor reps and shield reps for a few more cycles. But for the passive ships it does next to nothing for them.
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Balor Haliquin
Amarr
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Posted - 2009.02.04 22:10:00 -
[321]
I think you misunderstood what i meant about fleet being dependant on s ship. Is you built all your ships around the exisitance of some bonus that a ship gives to all of its memebers in a fleet. And that ship dies due to the riggers of war and battle. Then it is rather safe to assume that the other ships will be serious trouble without that ship. But on the other hand if you have a ship that gives the same bonus but you set up your fleet so that the ships exsistance is a bonus rather then a necessity to the fleet, then you will have a much more survivable fleet.
I think a better way to improve the tank of Caldari ships that are usually passive fit is not to put an active repper on them but to keep the passive fit and have the Caldari flagship sit over them. It will give them much more of a boost then trying to refit the ships for a active tank and if the Flagship explodes you are little less worse for wear. The passive tanks are less potent but no less effective at the job they need to do.
Im sorry to say but I really don't see how many of the points you have made would turn into the monsters you predict. I'm not saying you are wrong I'm just saying that the monsters are either already in the game and would be unaffected by this ship, or that the situations you invision I have a hard time seeing them coming true. Blob warfare will be not matter what the player base does. Only the work of the devs can change that mechanic at all. And the new rule of eve is the bigger blob wins. Any command ship would change that fact only slightly and it would be more up to the fleet commanders skill and the pilots under him to change the tied of battle.
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Balor Haliquin
Amarr
|
Posted - 2009.02.13 19:50:00 -
[322]
A friend of mine online has pointed out some gramatical errors and spelling errors. Ill have to fix those in the next version. Other then that I'm not sure I want to add more turrets to the Vanquisher. It seems to me that even though they are called for by presidence it would mean that I would have to add turrets to other missile boats. I'm not sure I want to head down that slope just yet. |
Balor Haliquin
Amarr
|
Posted - 2009.03.06 05:17:00 -
[323]
*Quick bump to keep the idea fresh*
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Balor Haliquin
Amarr
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Posted - 2009.03.06 20:45:00 -
[324]
TPS, I'm not sure what that means. Though if you want to do the experiment for DPS its rather easy. I think I gave enough info for anyone to figure it out.
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Balor Haliquin
Amarr
|
Posted - 2009.03.08 00:42:00 -
[325]
The Covert-Ops ships got a hull change because some of them were not using the proper base ship. CCP admitted as much. For example of the Covert-Ops ships used the astrometrics frigates as a base. The exceptions were the Gallente and Amarr. The Amarr used a different hull because for the longest time (Since the start of the game) the Amarr were missing their astrometrics frigate and thus used a different hull. This was corrected so that there was a lot more uniformety in the game. The Covert-Ops were the only ships that did not fallow the rule of how T2 ships were set up. And as such they were changed.
I have heard of the Tech 2 Tier 2 Battlecruisers as heavy recons but never got past the rumor stage.
Anyway back to topic. I don't think I can give the Kahnid ship more turrets for balance reasons. Granted you could make an argument for the negitive side effects of having a heavily split weapons load out for PvP. But there are several in game examples that I have personally work very well with split weapons loads (namely the Typhoon) used in PvP. The Khanid ship would be more dangerous with a split weapons load out because one weapon system does not need any ammo. I'm not saying its not how the race is fit and setup. But I would rather air on the side of caution then have an win button ship.
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Balor Haliquin
Amarr
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Posted - 2009.03.08 18:45:00 -
[326]
Ahh, okay. The issue with trying to do that is that you are going to be more restricted by the fitting requirements. To be honest there is a bit of an issue with trying to figure out the DPS as well. Too many bonuses and now they interact not to mention penelties and so on. I can try and figure out how well they will passive and active tank but its going to take a lot of guess work and a lot of time, and the results are not going to be very close to what they would be in game.
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Balor Haliquin
Amarr
|
Posted - 2009.03.24 01:25:00 -
[327]
Edited by: Balor Haliquin on 24/03/2009 01:26:59 Okay so i finally got the math done for the major ship stats. These are making several basic assumptions about fits. First off the armor tankers are using 2x Large Armor Repairer II and the shield tankers are using 1x XL Shield Booster II and a Shield Boost Amplifier. No other tanking mods were used to calculate4 their active defence. The Effective Hit Points tanks are based off their starting HP and nothing els. I hope this will help with the discussion. The DPS is based on a sigle rack of guns with no drones, so some ships may seem like they have very little DPS but in reality they will be much higher. Weapons were also calculated at all to 5.
NOTE: My math is not perfect and I don't really trust the EHP numbers. I think they are about 10%-15% off in the positive direction. I.E. they have more HP then I have shown.
Requiem >Damage Per Second (8xMegaPuleII Multi) 441.6 >Damage Per Second Tank (2x LARII) 288.8 DPSt >Effective Hit Points (no mods) 38,830.015625 Vanquisher >Damage Per Second (6x SiegeL II) 354 DPS >Damage Per Second Tank (2x LARII) 288.8 DPSt >Effective Hit Points (no mods) 38,571.353125
Tsunami >Damage Per Second (7x CruiserL II KineticMissiles) 385 DPS >Damage Per Second Tank (1x XL-Shield+ SBA II) 330.727 DPSt >Effective Hit Points (no mods) 37,440.99609 Bastion >Damage Per Second (7x NeutronBlasterCannonII Antimatter) 385 DPS >Damage Per Second Tank (1x XL-Shield+ SBA II) 330.727 DPSt >Effective Hit Points (no mods) 37,564.0429
Athena Shield >Damage Per Second (8x NeutronBlasterCannonII Antimatter) 506 DPS >Damage Per Second Tank (2x LAR II) 340.6891 DPSt >Effective Hit Points (no mods) 37,430.078125 Artemis Shield >Damage Per Second (6x NeutronBlasterCannonII Antimatter) 330 DPS >Damage Per Second Tank (2x LAR II) 340.6891 DPSt >Effective Hit Points (no mods) 37,503.90625
Lahar >Damage Per Second (8x 800mm Repeating ArtII EMP) 385.8 DPS >Damage Per Second Tank (1x XL-Shield+ SBA II) 401.96322 DPSt >Effective Hit Points (no mods) 36,461.328125 Halberd >Damage Per Second (6x 800mm Repeating ArtII EMP) 292.5 DPS >Damage Per Second Tank (1x XL-Shield+ SBA II) 401.96322 DPSt >Effective Hit Points (no mods) 35,959.375125
Almost forgot; very important. After doing all the match I realized that the Halberd was very low in the DPS market so I changed the rate of fire bonus from 3% to 5% and it brought up the DPS nicely. I will change the latest versions to reflect this change.
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Balor Haliquin
Amarr
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Posted - 2009.03.25 17:18:00 -
[328]
Okay so after doing some more math I think I have found out what the issue is. EFT seems to give the Abaddon and the other tier 3 battleships a few more EHP then they deserve. I'm not sure how they get to this number, or if I am missing another bonus to the health of a ship. So if I go by my math, the flagships have about 5%-10% more starting EHP on average. This is simply due to the higher resistance. Flagships do not have a higher total number of hit points compared to their stock ships.
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Balor Haliquin
Amarr
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Posted - 2009.03.26 04:49:00 -
[329]
The name for the class is, more then anything, simply a name at this point. I had considered calling them Heavy Command Ships but the name seemed drab and rather technical. I lacked some panache and punch. Considering the game, I'm not to sure this is a bad thing. But the game has enough HICs, HACs, and the like. Marauders and Black Ops ships have really cool sounding names for their classes, and I was trying to come up with something a bit along those lines. I understand the origin of the term flagship, it was simply an attemped to make the ship class sound cool and interesting. Call them Heavy Command Ships if you like, it does not change much other then the name of the class.
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Balor Haliquin
Amarr
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Posted - 2009.03.26 18:26:00 -
[330]
These ships are not designed to solo against capital ships. They have a heavy tank and are able to keep the fleet, taking on a capital ship, alive for a longer period of time. These ships are supposed to be used in a fleet where they can put the maximum bonuses behind them and their supporting fleet. Though they will more then likely fight against capital ships, they are not going to be exclusively fighting them. So they need to be able to deal with both Capitals and small cruiser gangs with some effectiveness. This is not to say that they will be victorious against a HAC gang, but they will be able to stand more of a chance then if they were specialized against one group.
I don't like the idea of specialty modules for specific ships. The concept seems a little backwards to me. If you are going to fly a command ship, why do you need a module that is critical to operation? Why not make it an integral part of the ship? I'm not saying this is a bad idea, I would just like the ships to give more options to pilots then "OMG you need this bit to be good n00bz". Also i think that that kind of module would only alienate the Command Ships even further from the Flagships.
The Command Ships, as I see it, will still be a very viable option for PvP. They are smaller, faster, cheaper, have great tanks, and they are no slouch on DPS. The question comes down to this in a PvP fleet battle. Its not some much if there will be Flagships and Command Ships on the field, but who is the fleet commander and who is just bait. The Command Ships are still going to be a good platform for Cruiser/HAC/Battlecruiser roaming gangs. After all you fleet is as fast as the slowest ship.
The reason the Theater Command Ships have one less active gang warfare link module is a balance issue. A person, can not remember who, pointed out that the Theater command ship was in effect using 4 modules at once, including its fleet bonus. He also noted the fact that the ships were almost identical in effects on a fleet if the only used 3 modules and no fleet bonus. So in order to prevent the Fleet Command Ships from becoming obsolete I reduced the effectiveness of the Theater Command Ship. The added benefit to the Theater Command Ship was it is now able to fit a full rack of weapons and the command links.
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Balor Haliquin
Amarr
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Posted - 2009.03.27 19:43:00 -
[331]
Thanks for the support. I have not heard of your idea I'll have to check it out.
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Balor Haliquin
Amarr
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Posted - 2009.04.17 20:02:00 -
[332]
The Flagships are a bit more like a mix between the Command Ship and the Titans. Though they do have the command and control functions of the command ships they are significantly slower. They also can not fallow fast moving gangs very well. After all a gangs speed is determined by its slowest ship. These ships are more for gangs that can not be chased by the bigger capital ships and super capitals. Where the Command Ships bring speed and large tanks for their size. Flagships bring a the unique fleet bonus and the static hit points of a battleship.
The Abaddon was not the only ship to get that nerf. If you look at the other ships in the line you will see that a lot of them do less damage then their stock counter parts. The reason for this is that someone (I cant remember who at this point) pointed out that these ships would be able to out tank and have the same DPS as a Marauder. So in order to make them more tank and less gank, they got a damage reduction. I wanted to prevent the ships from becoming the uber pvp/pve solo omgwin machines. Note that they only get to have all of their bonus active if they are in a fleet and giving the fleet the boost.
Thanks for the heads up I will change the introduction post as soon as I run the new intro through a spelling checker.
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Balor Haliquin
Amarr
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Posted - 2009.04.21 03:42:00 -
[333]
All right the intro is updated. Thanks for pointing that out.
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Balor Haliquin
Amarr
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Posted - 2009.04.22 00:37:00 -
[334]
Tech 2 battleships are not the huge uber machines compared to the smaller ship classes due to one very important reason. It is very easy to make a T2 battleships way more combat effective if you just copy and past the abilities of the small ships to them. The advantage to dealing with smaller ships id they do not have a lot of HP to burn through. Battleships start with a rather large amount of HP and can very quickly make the ships have capital ship level HP. They also put out a large amount of damage relitive to their size. So to prevent the T2 ships from becoming solo machines, which CCP has said they are dead set against, you have to make the T2 ships only slightly better.
The reason the flagships are set up the way they are is to make them at once unique in their role and balanced in their abilities. They have to have a good tank or tank potential to ensure their survival. And they have to give the fleet something that the command ships don't. In that light they have a fleet bonus that is only shared by the Titans. From then on its ensuring that the ships do not trample over ships that are already in the game. The two that it has an immediate problem with are the Marauders and the Command Ships. The reason for Marauders is that it has to have a huge tank to survive PvP but cant out DPS the Marauders because that would render the Marauder class useless. Why bother with Marauder when you can have a more powerful and potent Flagship. To prevent this the Flagships have a reduced damage output. They still hit for a good amount but they are not going to out DPS Marauders and Battleships. Remember their first job is to survive and provide fleet bonuses. Everything els is a bonus to that. The Command Ships are a bit trickier to manage around. Both ships need to do the same thing but for different kinds of fleets. Command Ships are good tankers and have good close range combat capabilities. Granted there are exceptions to that rule but generaly they are not 75km or better shots. So the Flagships are potentialy much farther ranged then the Command Ships. The next part is tank, the command ships have awesome ability to active rep and keep the tank going against high DPS situations. But they lack the static HP to deal with DD and heavy fleet engagement. The Flagships mends this by having the ability to fit a huge buffer tank, or a good active tank. Flagships are, again, geared toward the larger fleet engagements. When it comes down to command bonuses is a little harder. The Fleet Command Ships can run 3 verses the Theater Command Ship's 2 links. However do not forget that the Theater Command Ships also get a fleet bonus.
These ships are not ment to be solo machines. If they are not in a fleet they should be rather easy pickings. They have a good punch but they are not the highest damaging battleships, nor should they be. Their job is to provide bonuses and survive. They can not depend on their small size to save them so they have to get it done through raw HP. Giving them better DPS would make them way too powerful for the Battlefield. |
Balor Haliquin
Amarr
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Posted - 2009.04.23 05:25:00 -
[335]
Edited by: Balor Haliquin on 23/04/2009 05:29:56 At this point I am seriously considering doing an HP boost to all of the ships. Mathmaticly they have the same total number or HP as their base ships and it seems rather silly to call them heavy tankers when they might in reality not be any better then their base ships. I'll have to see how it balances out so don't expect anything soon. Nothing major just a bit of a boost to all HP.
If you will notice that the ships that can use more then one command link (Theater Command Ship) may have the ability to fit a full rack of weapon systems, but they will be mixed type, as in turrets and missiles. That allows a pilot to commit some of the high slots to the needed job of warfare links. Also consider that I don't want the ships to become "You must fit this ship in this fasion or it is utter fail" ships. The ability of players to play around with the fitting and find a fit that they can fly to their own style is something that I really like in eve. Im not saying you point is not taken but I don't want to force pilots into a box with the promis of options and the confinement of reality.
The Strategic Cruisers aside, I still want to make sure that this ship is balanced against its piers. It has to play in the realm of Tech 2 ships and thus must meet the balance between itself and them. I understand that the Marauder has its on unique foibles and issues, but you must understand that one has to work around the current mechanics with the new mechanics.
I'm rather sure there is no way to prevent ships of the same class from joining the same fleet. Honestly the game takes care of the multiple stacked Flagship issue on its own. Consider that the bonuses do not stack, the system only takes the best of the bonuses and trickles them down. I'm not a fan of arbitrary limiters in games, and I see no reason to limit them in a fleet.
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Balor Haliquin
Amarr
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Posted - 2009.05.11 21:19:00 -
[336]
I have been playing around with the idea of a small HP boost. Want to make their static HP a bit more for durability tanking. Right now I'm just playing around with some numbers to see what they get me. Unfortunately , i have to math out all the variations i come up with as to make sure they are all balanced. The ones I hate the most are the Caldari ships. I want to make sure they have great HP but not so that they can be passive tanked like no ones buisness. So that means trying to figure out what they would do for a passive tank if fully fitted out. Its going to take me a bit longer to work it all out. But expect around 1250 more HP spread unevenly on the Armor, Hull, and Shields.
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Balor Haliquin
Amarr
|
Posted - 2009.05.13 06:38:00 -
[337]
The majority of the ships are very passive tankable. I have noted, however, that they could be better. I want them surviving the encounter a bit better then their base ships. So its to that direction that I'm trying to figure out how much to boost their HP. Its not going to be spectacular. 1250 HP spread not so evenly over the shields, armor, and hull.
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Balor Haliquin
Amarr
|
Posted - 2009.05.16 03:15:00 -
[338]
It seems that CCP has its own ideas on what T3 is and means. I have no clue what or how the method behind them works. Likewise if anything, they will have modules that will give the battleship a subsystem with ability to use gang warfare links. And even then I think the T3 Battleships would be even more hidiously expensive then the current T3 cruisers. I think sticking with the original concept of Tech 2 Tier 3 Battleships is very sound. If yoiu think the current designs would be expensive. Consider them being tech 3 and then you have a base ship costing nearly 3 billion isk.
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Balor Haliquin
Amarr
|
Posted - 2009.05.23 18:43:00 -
[339]
Edited by: Balor Haliquin on 23/05/2009 18:44:05 AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9300 Armor Resistances: 50/35/37.5/35 Hull HP: 8200 Velocity: 89m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Prerequisite Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Vanquisher Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo explosion velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 1 Turret/6 Launcher Shield HP: 7650 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8600 Armor Resistances: 50/35/37.5/35 Hull HP: 8100 Velocity: 89m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 8 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Prerequisite Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
|
Posted - 2009.05.23 18:44:00 -
[340]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Kinetic Missile damage per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 0 Turret/7 Launcher Shield HP: 9550 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6600 Armor Resistances: 50/10/37.5/60 Hull HP: 7700 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Prerequisite Skills Primary Skill Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Bastion Hull: Rohk Role: Theater Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9550 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6950 Armor Resistances: 50/10/37.5/60 Hull HP: 7350 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 8 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Prerequisite Skills Primary Skills Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
|
Posted - 2009.05.23 18:47:00 -
[341]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Roden Shipyards Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 8 Turret/0 Launcher Shield HP: 7100 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8550 Armor Resistances: 50/10/50/47.5 Hull HP: 9200 Velocity: 110m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Prerequisite Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Artemis Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 6 Turret/1 Launcher Shield HP: 7100 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8800 Armor Resistances: 50/10/50/47.5 Hull HP: 8950 Velocity: 110m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 8 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Prerequisite Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
|
Posted - 2009.05.23 18:48:00 -
[342]
MINMATAR Name: Lahar Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 8400 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7750 Armor Resistances: 75/10/25/35 Hull HP: 7200 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Prerequisite Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 6 Turret/1 Launcher Shield HP: 8400 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7750 Armor Resistances: 75/10/25/35 Hull HP: 7200 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 8 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Prerequisite Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
|
Posted - 2009.05.23 18:54:00 -
[343]
All the ships got their hit points reballanced so that they were inline with their respective base ships and then had 600 HP added to them. This should make them a bit more survivable.
Debating weather or not to remove the Fleet Command skill requirement for the Frontline command ships so that they have the same training time as the Theater Command Ship. But that can be discussed.
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Balor Haliquin
Amarr
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Posted - 2009.06.07 04:05:00 -
[344]
*bump* |
Balor Haliquin
Amarr
|
Posted - 2009.06.08 02:57:00 -
[345]
There is a forum thread running around, i cant remember where it is anymore, about battleships sized logistic ships. I think that is what you are looking for. These ships are not logistic ships in the same sence. They are for fleet bonuses and survivability. |
Balor Haliquin
Amarr
|
Posted - 2009.07.05 07:13:00 -
[346]
A small bump.
Please feel free to comment on what you think of the ships.
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Balor Haliquin
Amarr
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Posted - 2009.07.06 21:53:00 -
[347]
The issue with trying to make them more awesome is one of balance. Honestly I think the automatic fleet bonuses are more then enough to make them awesome, let alone the massive passive tanks they will be able to have. So it comes down to what can the ships do more that is not game breaking. Frankly I'm running short on ides. I was thinking about making them more resistant to ECM and Sensor Dampeners. That way a fleet commander can have a better chance of locking and calling primaries. But considering what the Gallente version will be getting (Information warfare links and a sensor booster bonus) that would make some ships easily into solo win machines. So it really some down to what you want to do with them and making sure that they do not run amock in other areas. As they are right now they are good basic battleships with a heavy emphasis on command and control. So they have to do two jobs on the battlefield. Provide fleet bonuses and tank like their life depends on it, which it does.
As for the annyoing bit about invention and manufaturing? Well, admitedly I have never done these things in the game. So i am rather lost on the method behind the madness. But I am researching on how its done and what is required. I hope to have a BPC/BPO list up soon(tm).
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Balor Haliquin
Amarr
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Posted - 2009.07.07 05:10:00 -
[348]
Its very hard to get the tank of something like the Flagships to the point where they are going to be survivable in large fleet engagements yet not be so over tanked that small gangs can never kill them. One way is forcing active tanks, which can be countered by energy neutralizers. The other is passive which simple firepower can overcome eventualy. So it comes down to haveing massive amount of EHP or having a nice and high DPS tank. Both of which are plausible with these ships.
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Balor Haliquin
Amarr
|
Posted - 2009.07.07 21:38:00 -
[349]
Yah I have to say that I really don't like how the Minmatar one turned out. It has the lowest passive tank potential, but can have one of the highest active tanks. The fleet bonus is kinda lame, But for small gangs, especialy ones running with MWDs and shield extenders, it may make the difference between a victory and defeat. As a small sig radius will reduce the incoming damage. If you have any ideas for changes let me know. The huge issue is how to improve the Minmatar ships and not make them win boats.
The issue with the CPU on the Tsunami has been noted and will be fixed. Thanks for pointing that out. I think what might of happened was I put the wrong CPU on the ship to begin with.
A bonus to reduce incoming damage the more ships are targeting the ship is rather broken. It basically makes the Flagship a solo ship verses large gangs. Because the damage reduction becomes so great the more people you have attacking the ship that the damage becomes almost non exsistant. The resistance bonuses do just fine for the job. Besides that, all the flagships have higher resistances on their hulls to reflect their tech level. Good idea but unfortunately eve is full of people looking for ways to win better.
The ships do not need to be harder to tackle. No other T2 combat ship has that bonus, I really don't see why the flagships should suddenly be harder to scramble. The ships are no faster then the base models. An agility bonus seems a little strange for the ships. Considering they are just as lumbering as their fellow battleships. And as far as im thinking of them and as far as i know how T2 works, Tech 2 ships are their base versions that have been gutted and reworked with high tech gear. Then giving a nice new paint job to match. They are really not 'from the ground up' new ships. As far as I understand the fluff, that is.
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Balor Haliquin
Amarr
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Posted - 2009.07.08 00:29:00 -
[350]
To be honest there is no way of garenteeing a ship will survive a blob encounter. Even dreadnought have gone down in 30 seconds to withering firepower. Just remember that the ships have to be hard to kill and nor imposible. There will be, more then likely, some form of logistics on the field and they will more then likely have this ship put on their watch list. So if there is enough firepower to insta-pop this ship when fully kitted out and fitted like a no tomorrow. Then no amount of super tanking bonuses would have saved it.
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Balor Haliquin
Amarr
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Posted - 2009.07.08 04:46:00 -
[351]
Well as of right now they are more vulnerable to a flight of Stealth Bombers, then they are verses larger ships. As it is there is more then likely no way of making a mechanic such as increased resistances verses number of ships targeting with out bringing in super high lag into the fleet fight. Because the server would have to calculate all the resistances and numb of ships targeting actively and on the fly. The best way to do it is to boost resistances and or passive HP. Which for the most part the ships already have. You are looking at ships that with max skills could potentialy get into the low 400,000 effective hit point range. And that is a pure guess from what I know of fitting and resistances.
As a point in fact: Bismark was disabled by the torpedo and shelled by 2 battleships, 2 cruisers and a carriers and then scuttled. Yamato was killed after 2 waves of dive bombers and torpedo planes attacked it (380 planes total). Hood, a battlecruiser, was killed after volley number 4 and a very very very lucky strike.
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Balor Haliquin
Amarr
|
Posted - 2009.07.20 18:50:00 -
[352]
If its about making smaller ships doomsday proof, I'm rather afraid to say that under battleships there are only a few ships that can manage that feat. And the issue is that a 30% bonus to resistances verses a full skilled doomsday is still going to mean that they are dead. I think the doomsday issue is something meant for a defence field cruiser or something like that.
As for the HP bonus for more ships in fleet, I have to agree. It could easily be used for a fleet of 200 ships making themselves impossible to kill. And of course the only way to kill them would be a 300 man fleet. And so on and so on. Blob warfare is here to stay, it is a viable tactic how ever unfair it may seem.
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Balor Haliquin
Amarr
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Posted - 2009.07.21 20:19:00 -
[353]
Right bu think of this. If the fleet was made up of a majority a flagships, and they all had this bonus. Then you would have a fleet that has capital level hit points with the maneuverability of a battleship fleet. Just pointing out how your idea can be exploited.
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Balor Haliquin
Amarr
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Posted - 2009.07.21 21:28:00 -
[354]
There is not way currently in the game mechanics to prevent more then one ships type of the fleet. So it is possible for multiple flagships to be in the same fleet.
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Balor Haliquin
Amarr
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Posted - 2009.07.22 01:19:00 -
[355]
To be fair, I would be rather annoyed if suddenly ships were limited in a fleet. I like the fact that I'm not limited in any arbitrary way in what I can fly dependent on what other people brought into the fleet or system. The more rules of engagment I have to deal with, the less I like something.
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Balor Haliquin
Amarr
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Posted - 2009.07.23 04:39:00 -
[356]
While an interesting idea. I'm not sure I want the flagship to become so uber tanked that it ends up being the fist in and last out in a fleet. As in I see a flagship and go after all the easy to kill targets first. That way I can waste all the time in the world hammering the flagship into nothing. And in all honesty I think the ship should stay within the bounds of the current ship setups. Even the new tech 3 does little to rock the boat as far as bonus mechanics go. And I am willing to guess that it because the current mechanic works really well.
That being said here is my idea of what the Amarr Blueprint Originals/Copies might look like.
Blueprint Orginal/Copy AMARR
Requiem Blueprint ORIGINAL Skill Requirement Amarrian Starship Engineering IV > Science V > Mechanics V Battleship Construction IV > Cruiser Construction IV -> Mechanics III -> Frigate Construction IV --> Mechanics I --> Industry II Industry V Mechanical Engineering IV > Science V > Mechanics V
Bill of Materials Antimatter Reactor Unit [3600] Abaddon [1] Construction Blocks [405] Fusion Thruster [1824] Linear Shield Emitters [4290] Morphite [925] Nanoelectrical Microprocessor [1345] Radar Sensor Cluster [1202] Tesseract Capacitor Unit [2109] Tungsten Carbide Armor Plate [8230]
Vanquisher Blueprint ORIGINAL Skill Requirement Amarrian Starship Engineering IV > Science V > Mechanics V Battleship Construction IV > Cruiser Construction IV -> Mechanics III -> Frigate Construction IV --> Mechanics I --> Industry II Industry V Mechanical Engineering IV > Science V > Mechanics V
Bill of Materials Antimatter Reactor Unit [2950] Abaddon [1] Construction Blocks [405] Fusion Thruster [1690] Linear Shield Emitters [5125] Morphite [925] Nanoelectrical Microprocessor [1867] Radar Sensor Cluster [1202] Tesseract Capacitor Unit [1978] Tungsten Carbide Armor Plate [7542]
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Balor Haliquin
Amarr
|
Posted - 2009.07.23 18:14:00 -
[357]
Well there are some great force multipliers out there. And many people have complained about how overpowering they are and they have all been slowly ground down. You might remember the old Curse and Falcon, they could single handedly chance the course of a battle just by jamming the right ship or draining the right ship absolutely dry. The current big force multiplier is are the Titans, they have the ability to simply negate an enemy fleet. And in all honesty, the force multiplier in the fleet is usually the ship that the enemy was ever equipped to deal with. But that gets into an argument about economy of force. The Falcon and Curse were nerfed primarily because they had the ability to render any ship completely useless, so in effect they became the much feared solo pwn machines of lore.
When it comes to 'blob' warfare its something that no one likes but it going to be here to stay. Any way that I can think of the get rid of blob warfare either does not get rid of it in the end or makes the game into something that I don't think any of us would enjoy. the argument should not be how to get rid of blob warfare, but rather how to change it to make it a bit more dynamic. As it is I rather enjoy the few big blob battles that I have been in. They were not everyone piling in on one target, it was more like 5 100 man battles across the system.
As for strike teams? Well they already exsist in the game. They just need a bit of refining on the ships that are meant for them and people need to start learning how to use them. These are of course the recon gangs with a Black ops a support.
The Flagship is a place holder name for these ships. It sounded fancy and neat at the time, but I'm seriously debating calling them Heavy Command Ships. I just happen to like the sound of Flagships better. The skill book 'Flagships' is in the database and used to have the description 'Allows the piloting of capital command carriers, can not be trained on a trial account' but since then has lost its description to my knowledge. And no they were never meant to be ships that could have people dock in them and fly fighters out of them. That was a player idea from about a year ago.
I like the idea of a super booster, but I'm not sure how it would work. Let me play around with the idea and see what I can come up with. |
Balor Haliquin
Amarr
|
Posted - 2009.08.08 20:47:00 -
[358]
I really cant think of anything that would be at once useful to the fleet or specifically the fleet commander, and not be sevearly game breaking. If anything a module where you could zoom in on any member of you fleet no matter where he is in the system so you can see what is going on yourself. Or have ships in you fleet display on the system map. But again those are things that I think should be avalible to anyone in the game. Not just to the fleet commander. Maybe as a new set of warfare links. One to allow you to zoom in on any member of you fleet no matter where they are in the system, one to let you see everyone on the system map, and possible one that will sound off alarms to you and anyone below you in the command structure as to when someone is being attacked or a probe is detected.
Other then that i really cant think of anything that a single unique modules would be useful for.
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Balor Haliquin
Amarr
|
Posted - 2009.08.09 16:13:00 -
[359]
I would point out that asking that question is still a very good question to ask. Note that the Command Ships are fast and nimble compared to the much larger and slower Flagships. Also not that the Fleet Command Ship (CS) can use 3 warfare links at once rather then the Theater Command Ship (FS) ability to use only 2. Also the Command Ship is probably much more apt to run with Heavy Assault Ship gangs and that size because it can keep up. The Flagship will more then likely run with larger ship gangs like sniper battleship gangs.
I'm thinking about making a thread that is dedicated to some new Warfare Link modules. But I have to to really think about what ones and how they will effect the game.
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Balor Haliquin
Amarr
|
Posted - 2009.08.10 01:21:00 -
[360]
They might help with major blobs. But what about having a Flaghship in charge at their max level (say at the wing commander level) and then just placing a CS at the top. you would have a huge amount of ship bonuses going down the ranks. And it would not prevent the blob from forming. These ships are not going to prevent blobs, or make blobing worse.
I like the idea though. Ill see what i can do.
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Balor Haliquin
Amarr
|
Posted - 2009.08.18 16:26:00 -
[361]
Yah, so am I. That being said, the people from Iceland are being rather quiet about what is coming in the winter expansion. Here is to hoping its theses ships plus other goodies.
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Balor Haliquin
Amarr
|
Posted - 2009.09.01 22:04:00 -
[362]
Working on newer versions of the ships right now. They should be up within the week. They will have some revisions, some sugestions made by people here, and ship descriptions should be up. Also there is a small chance I'll have the full research and BPC requirements up. But as I do not fully comprehend the logic behind them it might take me a good long time.
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Balor Haliquin
Amarr
|
Posted - 2009.09.02 18:16:00 -
[363]
Yah what I'm trying to do is make the skill time as close to each other for both ships types as possible. Right now the frontline command ship takes about a month longer then the theater command ship. So I'm thinking about pulling the Fleet Commander skill for the Frontline version and pulling the wing commander skill down to Wing Commander IV. That will easily make up more then the skill training time difference.
In case you are wondering, the math that I have found works best for figureing out skill training time is the fallowing. With +4s and fairly even atributes and almost maxed learning skills a level 1 skill take 5 days to get to rank 5. for a level 2 skill it takes about 10 days. And the logic continues. When I say to rank 5, i mean from no training in the skill what so ever to the highest rank possible in total training time. So take the level of the skill (called the multiplier or rank or level depending on the skill) and multiply that number times 5 for the total time that you will need to get that skill to 5. If its level 4 then just take the multiplier in days, its not accurate but it gets you very much in the ball park. Anything less then 4 for most skills is simply not worth the time.
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Balor Haliquin
Amarr
|
Posted - 2009.09.03 21:11:00 -
[364]
Yah I think I will be needing to revamp the entire skill requirements for the ships. They should be hard to get but I think these are bordering on the level of capital ships.
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Balor Haliquin
Amarr
|
Posted - 2009.09.15 04:39:00 -
[365]
Edited by: Balor Haliquin on 15/09/2009 04:39:12 Okay so I did a bit of calculating on the current skill requirements and found something a bit desterbing. The Frontline Command Ship take about 201 days to get from no skills in any of the requirements to being able to fly the ships, that is not to say put guns on it or the like. While the Theater Command Ships take 167 to be able to hop in the ship. This is assuming that the character has maxed learning skills. So if it was a brand new character to eve I would say one would be looking at over a year for the Theater Command and a year and a half for the Frontline Command. So I'm going to have to shrink that time by a good amount. Sorry for the delay but I'm trying to rework the entire skill set requirements.
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Balor Haliquin
Amarr
|
Posted - 2009.09.26 13:14:00 -
[366]
While the tech 3 is a fasinating and could be very good for a battleship. These ships are more designed around the concept for the tech two system. As in these are designed to have the restrictions and limitations. I'm more interested to see what CCP has in store for the Strategic Battleships.
Tsunami is not a storm. Its the Japanese name for a large title wave.
The skills are a little on the exsesive side. As the new skill requirements are looking you can expect to see a 60 day reduction in the skill times for the ablity to fly the ship. As t is now you are looking at 160 day at the minimum. That might get a little smaller then that. But to put it in perspective, going for a Marauder is a a 140 day skill plan asuming that you have very good atributes and learning skills.
Ill be posting new ships that will include minor changes to stats and new skill plans some time soon.
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Balor Haliquin
Amarr
|
Posted - 2009.10.02 06:23:00 -
[367]
As it stands these ships could have passive tanks in the 500,000 effective hit point range. And I'm sure the Caldari versions could fit a very mean passive shield tank that would make most people grown. That being said their damage output is rather low for their size and you would have to make a choice between the super tank and reasonable gank.
Ohh here are the changes I made to the latest ones.
The skill requirements for the ships have been changed to reduce the overall skill time needed to fly them. The frontline command ship went from 220 day to 150, the theater command ship is around 160 days, so no real change for the latter.
The Tsunami got a CPU boost to allow it to better fulfill its role and still be able to tank.
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Balor Haliquin
Amarr
|
Posted - 2009.10.02 06:28:00 -
[368]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9300 Armor Resistances: 50/35/37.5/35 Hull HP: 8200 Velocity: 89m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Prerequisite Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Vanquisher Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo explosion velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 1 Turret/6 Launcher Shield HP: 7650 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8600 Armor Resistances: 50/35/37.5/35 Hull HP: 8100 Velocity: 89m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 8 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Prerequisite Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
|
Posted - 2009.10.02 06:34:00 -
[369]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Kinetic Missile damage per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 825 Hard points: 0 Turret/7 Launcher Shield HP: 9550 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6600 Armor Resistances: 50/10/37.5/60 Hull HP: 7700 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Prerequisite Skills Primary Skill Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V (1) -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Bastion Hull: Rohk Role: Theater Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9550 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6950 Armor Resistances: 50/10/37.5/60 Hull HP: 7350 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 8 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Prerequisite Skills Primary Skills Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
|
Posted - 2009.10.02 06:39:00 -
[370]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Roden Shipyards Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 8 Turret/0 Launcher Shield HP: 7100 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8550 Armor Resistances: 50/10/50/47.5 Hull HP: 9200 Velocity: 110m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Prerequisite Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V (1) -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Artemis Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 6 Turret/1 Launcher Shield HP: 7100 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8800 Armor Resistances: 50/10/50/47.5 Hull HP: 8950 Velocity: 110m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 8 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Prerequisite Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
|
Posted - 2009.10.02 06:45:00 -
[371]
MINMATAR Name: Lahar Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 8400 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7750 Armor Resistances: 75/10/25/35 Hull HP: 7200 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Prerequisite Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V (1) -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 6 Turret/1 Launcher Shield HP: 8400 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7750 Armor Resistances: 75/10/25/35 Hull HP: 7200 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 8 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Prerequisite Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
|
Posted - 2009.10.02 19:07:00 -
[372]
The Theater Command Ships do have the utility high slot avalible. The Frontline Command Ships are a bit more combat oriented, so they are allowed to fit a full rack of weapons.
The reason for the lower then standard T2 resistances is that it is a very real possibility that ships with such high resistances to start could end up with gigantic buffer tanks or impossible for a small gang to bread passive shield tanks. Also they are fallowing the presedent set by the Marauder and Black-Ops ships.
The reason for the lower DPS is to prevent them from completely out classing the Marauders. The marauders can do more DPS for longer, the Flagships tank harder.
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Balor Haliquin
Amarr
|
Posted - 2009.10.21 18:04:00 -
[373]
** BUMP **
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Balor Haliquin
Amarr
|
Posted - 2009.10.23 07:33:00 -
[374]
Yes some one has been on from CCP about this thread. But they said next to nothing about it. I would rather like it if they desided to pop into this for thread and see what progress had been made. That being said I doubt that this ship would make it into their development cycle for a good long while. This is of course assuming that they ever read the threads in this forum from time to time.
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Balor Haliquin
Amarr
|
Posted - 2009.10.24 17:33:00 -
[375]
Thanks, i had a lot of help from the people who posted. Please let your friends know to check the idea out, and hopefully someone knows a member of the CSM.
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Balor Haliquin
Amarr
|
Posted - 2009.10.25 00:17:00 -
[376]
I understand the feeling of "Well the Dominix is a drone boat so it should be based on that hull". But there are several points against this idea. First is the fact that there already is a T2 Dominix drone boat (Sin). And to make a second one would only muddy the waters and possibly make one of the new Dominix completely useless in they eyes of PvPers. Second is that, besides the Heavy Assault Ships, there is no presidence for T2 ships to be spread around multiple hulls. So if we are going to use the Hyperion hull, then we need to stick with it. Third and final is the fact that because of how the ship tiers work the Dominix hull would end up having less firepower and hit points then the hyperion version. Thus cursing the ship to a rather small corner of peoples ship hanger. All three thing are item which I would like to avoid.
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Balor Haliquin
Amarr
|
Posted - 2009.11.25 21:18:00 -
[377]
There is a debate in my mind on if it is a good idea to change the ship bonuses ion the Gallente and Minmatar from active tank bonuses to passive tank bonuses like the Phobos and Broadsword do. I like the idea that the Gallente and Minmatar versions are more high sec oriented (Small gangs with active tanks or spider tanks) while the Amarr and Caldari are more null sec oriented (huger buffer tanks). That being said, there is nothing to prevent you from buffer tanking the Gallente and Minmatar ones and active tanking the Amarr and Caldari. They would be a bit less effective in those functions I would imagine. But I am working on the pros and cons.
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Balor Haliquin
Amarr
|
Posted - 2009.11.26 00:12:00 -
[378]
Damn, now i am wondering what you put in there.
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Balor Haliquin
Amarr
|
Posted - 2009.11.26 07:39:00 -
[379]
I was working at one point at alternative warfare link modules. But i could never get the idea to work out with skill requirements and bonuses. But i was thinking about drone, alternative ecm/eccm, and others. But the idea never jelled enough for me to put it out there. As they sit though, these ships are designed to work with the modules currently in the game.
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Balor Haliquin
Amarr
|
Posted - 2009.11.26 23:57:00 -
[380]
Yah I have looked into a massive turret reduction but i don't like forcing the the pilot into a single fit that works. I like the option of letting pilots experiment with the ships. As it stands the arguments for resistance bonuses are better then the draw backs. Resistance are always on, and you have to fit an active tank to get the bonus from the rep amount. I'll look for a few more changes to make before I put out a newer version.
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Balor Haliquin
Amarr
|
Posted - 2009.12.10 22:12:00 -
[381]
Still working on more changes. Dominion might have opened up some more posabilities for bonuses and roles. But the riggers of the expansion have distracted me.
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Balor Haliquin
Amarr
|
Posted - 2009.12.11 20:27:00 -
[382]
I belive there are some of the Roden Shipyards ships that do not fallow the missile concept. But much like the Catham group for the Amarr. It seems to be general rule rather then a mandate. That being said, would you prefer an all guns command ships or a mix of guns and missiles but neither being able to fill the highs.
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Balor Haliquin
Amarr
|
Posted - 2009.12.12 00:01:00 -
[383]
As it stands, Command Ships don't have the static hit points to make an appearance in the large scale PvP fights that are fairly common in null sec and increasingly so in low sec. That being said they are not the all that useless. They make great complements to small but especialy faster fleets, like HAC and Battlecrusier gangs. They are not going to be replaced for the large scale fights, for in much of what I have seen they are a rarity to say the least. Also note that the Command Ships are able to use more warfare links then the Flagships. But the Flagships get a fleet bonus right off the bat. So its a bit go give and take. Do you sacrifice mobility and the number of warfare links for the unique bonus and the heavy tank? It really depends on what you are going for in the fleet.
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Balor Haliquin
Amarr
|
Posted - 2009.12.12 04:38:00 -
[384]
Well I'm curious as to which bonuses you would replace to get the respective range bonuses.
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Balor Haliquin
Amarr
|
Posted - 2009.12.13 05:45:00 -
[385]
I see what you are getting at. I will see if they can be changed in that fasion.
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Balor Haliquin
Amarr
|
Posted - 2009.12.15 02:02:00 -
[386]
Its significantly harder then I was anticipating. Removing one skills and adding another is doing more to muddle what the ships are for and whatthey can do then i was anticipating.
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Balor Haliquin
Amarr
|
Posted - 2009.12.16 23:24:00 -
[387]
Yah I know the flagship name has been suggested for other ship classes. Its just a working name. Heavy Command Ships does not sound as sexy as Flagships. Just my opinion.
CCP seems to be rather tight lipped about everything they do and even more so now a days. Had one guy from CCP respond to the thread but he gave no hints about what was going on. But in all honesty I would love to see these ships in the game. But knowing CCP they may read this thread, they may not. I have done what I can to advertise these ships to people.
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Balor Haliquin
Amarr
|
Posted - 2010.01.06 06:39:00 -
[388]
Honestly making Flagships into complete mini titans would make the Titans themselves completely useless save for being long range artillery. Something that CCP would like to avoid something like that. Also the major issue with making Flagships, is the issue of making them into overpowered super ships. The more we avoid that the more we avoid the nerf bat later.
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Balor Haliquin
Amarr
|
Posted - 2010.01.08 22:32:00 -
[389]
Well one of the major issues with giving the Flagship the ability to use bridges is that you can not make cynos in high sec. And the advantage with the command and control ability of the Flagships is that they give titan like fleet bonuses in high sec. and they are much more mobile then their capital cousins. So the benefit of the bridge are kinda mitigated. Even with the bridge ability its usefulness as a bridging ship is rather low. Also note that limiting the range of the jump bridge for the Flagship would only make the bridge more useless. Most of the jumps that you are going to be looking to do would be 3-5 light years. And that is the general range of the Jump Bridge. Any sorter then that at it becomes little more then another temporary gate to get to the next system.
It is an interesting idea. But the issues it makes for ballancing and actualy working with current game mechanics make it a rather poor option.
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Balor Haliquin
Amarr
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Posted - 2010.01.10 22:16:00 -
[390]
Ohh no man I'm just saying that giving the ship a bonus of that nature would, in my mind, make the Titan a bit on the useless side. Not to mention overshadow the Black-Ops battleship. Because why bother skilling for a titan or black ops because the Flagship could provide you with the benefits of a bridge at 1/100th the cost. Not to mention the added benefits of a fleet bonus like the Titans.
I understand what you are getting at but i want to avoid stepping on the black-ops toes and make more of a move on the titan's job.
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Balor Haliquin
Amarr
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Posted - 2010.01.18 02:24:00 -
[391]
Okay let me clarify how bridging works. You have to be in jump range of the target system with the Titan or the Black-Ops ship. Then you po any cyno or a covert cyno for the Black_ops to get into a cyno jammed system. Then your fleet mates can right click on the Titan or Black-Ops and go through like a Jump Portal Generator. They pop out on top of the cyno ship and that is that.
The issue with this is the fallowing. Ships that can use bridging need to be able to jump, because the bridge range is calculated off of the jump range of the ship. This means that putting one on a flagship will be a jump capable ship. Also consider the fact that the flagship will then gain a fuel bay for such use. And as current game mechanics there is no way of restricting who can use the jump bridge in the fleet. And as far as I know if you are jumping to a standard cyno with a covert bridge, it works like a standard bridge. Thus this negates any benifits of the Flagship having one.
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Balor Haliquin
Amarr
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Posted - 2010.02.14 04:33:00 -
[392]
*Bump*
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Balor Haliquin
Amarr
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Posted - 2010.02.14 23:39:00 -
[393]
The Flagship is not designed to be a carrier in any form. The fighters themselves are a bit overpowered for such a small platform. One has to imagine what the effect of 10 fighter baring Flagships would have when facing 10 Marauders. The fighters can chase the other ships all over the system and the marauders have to be in direct fire range of the Flagships. Simply put it would make them too powerful to easily.
As they are, Tech 3 ships are a ship class that is a very diverse and adaptibale platform. They would not match up with the very specific role of hevay tanking command ship that the Flasgships represent.
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Balor Haliquin
Amarr
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Posted - 2010.02.25 14:54:00 -
[394]
Flagships/Heavy Command Ships in tyranis
C/D?
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Balor Haliquin
Amarr
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Posted - 2010.02.28 04:35:00 -
[395]
In all honesty im looking at what you prepose and not seeing show they would be a more effective fleet command ship. You are giving them bonuses to remote repair/energy transfer/shield transfer and cutting their guns in half. What is to prevent this ship from sitting in a tower in the system and just giving bonuses? As it stands they will fall apart just as fast as their T1 counterparts. They need a tank bonus to make them harder to kill. Not to mention a hit point boost. I like the remote repair gang bonus but realize that that already exsists in the form of gang warfare modules.
Also note that the tier 2 battleships already have a tech 2 version. Why do they need another one?
That being said im not against a battleships size logistics ship.
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Balor Haliquin
Amarr
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Posted - 2010.02.28 22:15:00 -
[396]
Please note sir that the terrible 7.5% armor rep amount bonus on the Hyperion based ships and the 7.5% shield rep amount bonus on the Maelstrom based ships will be replaced with a 5% bonus to armor resistances and 5% bonus to shield resistances respectively.
A lot of work has gone into making sure these ships are not going to be nearly as good at mission running as the Marauders. Some of the differences include, a smaller damage/rate of fire bonus to reduce the DPS coming out of them. They have the same number of guns as their base hull with no 100% bonus to damage like the Marauders have. This makes them far more cap unstable or ammunition hogs. They have a resistance bonus instead of a rep bonus, while resistances work well for both active and passive tanking, it give the pilot a massive buffer tank rather easily. The Marauders also have a web effectiveness bonus that is simply not seen on the Flagships.
Its a fair worry but there has been a lot of work on the ships to prevent them from becoming Marauder replacement ships. I can not prevent pilots from taking them into missions and using them for PvE though. In the same way I can't prevent pilots from ratting in an armor tanked Widow.
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Balor Haliquin
Amarr
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Posted - 2010.04.29 22:07:00 -
[397]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9300 Armor Resistances: 50/35/37.5/35 Hull HP: 8200 Velocity: 89m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Prerequisite Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Vanquisher Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo explosion velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 1 Turret/6 Launcher Shield HP: 7650 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8600 Armor Resistances: 50/35/37.5/35 Hull HP: 8100 Velocity: 89m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 8 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Prerequisite Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
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Posted - 2010.04.29 22:12:00 -
[398]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Kinetic Missile damage per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 825 Hard points: 0 Turret/7 Launcher Shield HP: 9550 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6600 Armor Resistances: 50/10/37.5/60 Hull HP: 7700 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Prerequisite Skills Primary Skill Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V (1) -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Bastion Hull: Rohk Role: Theater Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9550 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6950 Armor Resistances: 50/10/37.5/60 Hull HP: 7350 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 8 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Prerequisite Skills Primary Skills Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
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Posted - 2010.04.29 22:18:00 -
[399]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Roden Shipyards Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 5% bonus to armor resistances per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 8 Turret/0 Launcher Shield HP: 7100 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8550 Armor Resistances: 50/10/50/47.5 Hull HP: 9200 Velocity: 110m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Prerequisite Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V (1) -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Artemis Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 5% bonus to armor resistances per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 6 Turret/1 Launcher Shield HP: 7100 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8800 Armor Resistances: 50/10/50/47.5 Hull HP: 8950 Velocity: 110m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 8 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Prerequisite Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
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Posted - 2010.04.29 22:23:00 -
[400]
MINMATAR Name: Lahar Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 5% bonus to shield resistances per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 7.5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 8400 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7750 Armor Resistances: 75/10/25/35 Hull HP: 7200 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Prerequisite Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V (1) -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret rate of fire per level, 5% bonus to shield resistances per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 6 Turret/1 Launcher Shield HP: 8400 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7750 Armor Resistances: 75/10/25/35 Hull HP: 7200 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 8 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Prerequisite Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
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Posted - 2010.05.01 19:47:00 -
[401]
Ahh, I misunderstood you. I often ask myself why I bother with keeping up and updating. But I suppose its in the vain hope that this idea will make it into the game.
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Balor Haliquin
Amarr
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Posted - 2010.06.16 23:09:00 -
[402]
*bump* comments please
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Balor Haliquin
Amarr
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Posted - 2010.07.21 23:06:00 -
[403]
Sorry for the long absence on this page. There has been the small issue of a war going on and real life.
I think you misunderstand what I meant by 15% over the standard battleship. The standard battleships for tier 3 with a damage bonus get 5% per level. With battleships at level 5 that means a 25% bonus. With flagships, the ship gets a 3% bonus to damage. This means at level 5, the ships gets a 15% bonus. This make the ship have 10% less DPS. Also considering the more constrained fitting stats to work with. Yes you get an extra slot but with less CPU and PG. This means that it is harder to fit that extra Heat Sink or Gyrostabilizer. Considering the Command Ship is easily at the level of a battleship, I think that the flagship is not even approching the level of damage or tank of a capital. In fact I think there are some faction ships that could easily solo kill a flagship.
Okay I can see how the bonus to kinetic damage plus the rate if fire bonus is easily catching and passing the raven even if it is only with one damage type. I'll reduce the kinetic damage bonus to 3% per level or change it all together.
I am not sure that a bonus to amount repaired to ship would be feasible. I seem to remember an idea for a similar bonus and a dev commenting that the game simply does not work that way. In big fleet combat its always about static HP. The super self repairing ships just die too fast. The Hyperion almost never shows its face in numbers due to the inability to properly buffer tank it and have good DPS output.
I want the ships to be a brick wall of hit points but not impossible to burn through. By the best math I can do without the aid of EFT or other such programs, a Requiem could manage 875 DPS with drones and have about 250,000 effective HP with Tech 2 modules. But the fitting seems to be rather tight. That goes up against an Abaddon with 1080 DPS and 157,000 effective hit points for 1/5th the cost. Both have the same range and about the same mobility. If both ships engaged each other, all things being equile, the Abaddon would die but the Requiem would be in structure.
Keep up the input, ill try and change what I can and incorperate what I can to keep the idea rolling.
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Balor Haliquin
Amarr
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Posted - 2010.07.26 03:40:00 -
[404]
It has been my experience that Command Ships rarely if ever stay back from the main group and just give bonuses. In the end the vast majority of Command Ship pilot, myself included, fly the ship into combat because in the end its another ship that can put DPS on target and we are all massive kill mail *****. So the idea of command ships sitting at a safe tower some where seems to me to be the exception rather then the rule. In addition it should be said that the number of Command Ships leaving station and going into combat with nothing but tank and gank is far more common then Command Ships leaving station with warfare links and being put into gang position. This is what I would expect to see with the Flagships. Mostly people taking them out to go ganking with little concern about the fleet bonuses.
In that frame of mind, the ships would need to be significantly more geared towards the fleet bonuses. This is why all the ships have a stock fleet bonus that does not require any modules. In the same light, the ships don't nearly have the same level of upgrade that the Command Ships have. In fact the Command ships will be a lot faster and far more easy to maneuver then the Flagships due to size and mass. There was a lot of people over the course of the forums that pointed out how the original designs would overshadow the Command Ships. So a lot of nerfing took place to make them far more palatable and far less overpowered.
The idea of a new style of command infrastructure has been suggested before. However I think that is a change that should be put into the game through the fleet manager. I do not think that the Flagship, given current game mechanics, be able to apply such mechanic. As for making way points in space, well that is the job of a good covert ops pilot and or interceptor pilot making off grid bookmarked location. Its not easy but its a very quick and simple way to do it. A good fleet commander would make sure to have those book marks ready to go.
Good thinking, keep the ideas rolling in.
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Balor Haliquin
Amarr
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Posted - 2010.09.22 18:45:00 -
[405]
*bump*
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Balor Haliquin
Amarr
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Posted - 2010.12.27 20:59:00 -
[406]
I have to agree with the irony of having Caldari ships use ECM yet in order to get a fleet bonus they have to use Gallente ships. I bit of an irony to say the least. As for the blaster bonuses, I'm only doing them that way because of presidence. All of the other Gallente ships that provide a bonus seem to do it with falloff. I could have overlooked something.
Thanks for the bumping of this thread. Sorry I have been rather busy lately and have not had tome to contribute to this thread. I will try and do some revisions when I have free time.
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Balor Haliquin
Amarr
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Posted - 2011.01.08 05:40:00 -
[407]
After looking things over i have noted that the Tsunami is the only ship in the group that gets 2x Damage bonuses. This was pointed out to me before but i failed to see it. Expect this to change soon. Probably 5% bonus to to Explosion Velocity of Cruise Missiles and Torpedos per level. I was thinking about a range bonus but I'm not sure right now. |
Balor Haliquin
Amarr
|
Posted - 2011.01.09 05:22:00 -
[408]
Remote Sensor Boosting bonus has been given to the Gallente. It matches their race better.
I'm not entirely sure why I would give a missile bonus to a Minmatar gun boat. As far as I know the Minmatar completely lack a missile battleship. Well as in one that is designed around missiles.
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Balor Haliquin
Amarr
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Posted - 2011.01.11 17:49:00 -
[409]
Well for only two races it makes sense to give them dedicated missile boats. Amarr have the Khanid ships which were all turned into some form of missile boat about 3 years ago. So hence the Amarr having one. The Caldari are based around missiles and in a sense the rail boats are the odd ships in their fleet. None the less any Ishukone ship is now always a rail boat, and any Kaalakiota boat is always a missile thrower. The Gallente don't have a missile boat, instead they have a Drone boat in the form of the ship from CreoDron. Finally we come to the Minmatar. I have been trying to figure out what the differences are between the three developers in the Minmatar Republic. But it really comes down to you have a choice of an Artillery ship, a Autocannon ship, or an Artillery ship. They really don't have a dedicated missile boat, but they have a few split weapon system ships (IE even missiles and turrets). But in the end all the T2 Minmatar ships tend to favor guns over missiles.
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Balor Haliquin
Amarr
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Posted - 2011.01.13 16:44:00 -
[410]
After going through and look at the bonuses Caldari tech 2 ships tend to get for missile boats, they do not seem to specify as specifically as Khanid ships. Khanid ships tend to really focus on on specific missile system, while Caldari ships tend to focus on a class of missiles. So allowing the Caldari a bonus to all of the battleship class missiles (Cruise Missiles and Torpedos) seems to be will within line.
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Balor Haliquin
Amarr
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Posted - 2011.03.29 22:51:00 -
[411]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to missile Explosion Velocity per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 825 Hard points: 0 Turret/7 Launcher Shield HP: 9550 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6600 Armor Resistances: 50/10/37.5/60 Hull HP: 7700 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Prerequisite Skills Primary Skill Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V (1) -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Bastion Hull: Rohk Role: Theater Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9550 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6950 Armor Resistances: 50/10/37.5/60 Hull HP: 7350 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 8 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Prerequisite Skills Primary Skills Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
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Posted - 2011.03.29 22:53:00 -
[412]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Roden Shipyards Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 5% bonus to armor resistances per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 8 Turret/0 Launcher Shield HP: 7100 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8550 Armor Resistances: 50/10/50/47.5 Hull HP: 9200 Velocity: 110m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Prerequisite Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V (1) -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Artemis Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 5% bonus to armor resistances per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 6 Turret/1 Launcher Shield HP: 7100 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8800 Armor Resistances: 50/10/50/47.5 Hull HP: 8950 Velocity: 110m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 8 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Prerequisite Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
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Posted - 2011.03.29 22:55:00 -
[413]
MINMATAR Name: Lahar Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 5% bonus to shield resistances per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 7.5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 8400 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7750 Armor Resistances: 75/10/25/35 Hull HP: 7200 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Prerequisite Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V (1) -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret rate of fire per level, 5% bonus to shield resistances per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 6 Turret/1 Launcher Shield HP: 8400 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7750 Armor Resistances: 75/10/25/35 Hull HP: 7200 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 8 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Prerequisite Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
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Posted - 2011.04.13 19:23:00 -
[414]
You do have a point about the name. I was more going for more the Japanese theme more then anything. Suggestions are welcome.
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Balor Haliquin
Amarr
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Posted - 2011.04.28 04:15:00 -
[415]
It should be noted that I stated before that "Flagship" just happened to be the most catchy name that came up with for the class. it is an attempt to describe the class and what it is intended for. The first name that these ships had was "Heavy Command Ship" but I felt that it sounded a bit campy. Granted that name fits in with the conventional way things are done (Assault Ships becomes a Heavy Assault Ship, Interdictor becomes a Heavy Interdictor) but that pattern has been changed with some more recent expansions (Electronic Attack Ship becomes Recon Ship) and some other examples. It just makes it more complex.
The entire concept of the Flagship is to provide unique fleet bonuses along with warfare link capabilities, to fleets that are either incapable of gaining support from a titan or other capital due to many reasons. Some of the reasons are rather simple. Shelling out the isk for a titan that is married to a pilot and can never tread into high sec is one major issue. Another is that capitals are rather hard to move and require a lot of preperation to move them. Allowing a ship to be with the sub capital fleet providing a bonus that is near the calibure of a titan would really help sub capital fleets out.
However, they are clearly going to be easy targets with smaller and faster fleets. And they are going to be bullet magnets. So you gain a lot but you risk a lot.
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