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Thread Statistics | Show CCP posts - 1 post(s) |

Dhejay Centrix
Caldari The Wailing Doom
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Posted - 2008.12.06 10:54:00 -
[1]
YES
Signed emphatically.
As for price range, this would depend on what is required to build it.
That said I would expect the first one of these to be around 1.2bil until the market calmed down a bit.
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Dhejay Centrix
Caldari The Wailing Doom
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Posted - 2008.12.13 21:32:00 -
[2]
Spaceship command lvl 5 should be a prereq for the flagships skill tbh. These should be hard to fly and the potential bonuses they would give to any fleet are worth it.
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Dhejay Centrix
Caldari The Wailing Doom
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Posted - 2008.12.14 11:49:00 -
[3]
Bumped because this is a really good idea.
It occurs to me that calling one of the Caldari ships "Tsunami" is not in fitting with the naming convention of Caldari ships, it sounds more like a Minmatar name to be honest to fit with Typhoon, Tempest, Maelstrom etc. Having said this, it's a good ship name and I can't think of anything better at the moment.
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Dhejay Centrix
Caldari The Wailing Doom
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Posted - 2008.12.15 10:34:00 -
[4]
Originally by: Gantor Tesla
1. WTH do these ships require frigate V?????
Chances are that if you've already trained assault ships then you have frigate 5 in at least one race although I agree that the racial frigate skill at lvl 5 shouldn't be a prerequisite. I can drive a car just fine but don't have a motorcycle license.
Originally by: Gantor Tesla
2. I still think the Theater Command need the ability to run a 3rd link. I think this could be off set with a Warfare Link Specialization V requisite. It would also help justify buying a Battleship that costs more than a Carrier.
You shouldn't have to use ability to justify retail price, it's all about the build cost. I doubt that will be more than a carrier. Agreed on the 3rd link and warfare link specialization though, these should have all the command abilities of their smaller counterparts.
Originally by: Gantor Tesla
3. Why do the Caldari get half the drone bay of all the other ships? Even if we get half the bandwidth, 100m3 of bay would be nice.
Because Caldari ships with massive drone bays would become what we don't want, solo OMGWTFPWNBBQ monsters and we don't want to create them.
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Dhejay Centrix
Caldari The Wailing Doom
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Posted - 2008.12.15 23:31:00 -
[5]
Edited by: Dhejay Centrix on 15/12/2008 23:35:43 Frigate 5 isn't actually required to train the assault ships skill.
I don't think adding the 3rd link would make the smaller command ships obsolete, they are considerably cheaper, more mobile and cost less to fit. Command ships also have less skill requirements than these monsters we are proposing. If I was running a large fleet of BS and other ships I'd want a flagship for the bonuses, if I was running a fleet of smaller ships I'd use a command ship. The 3rd link is important or these won't be used for the purpose they were designed for. I can understand your reasoning for not adding it but we could always leave it as an option for CSM/DEV discussion if it comes to that. In answer to another post in this thread, I agree completely that the frontline variant of the Caldari flagship should be the missile boat and the sniper should be the theatre command.
Also, 4 fleet bonuses is awesome for all sorts of reasons, the ship would become a primary target in every engagement and so there would have to be considerable effort involved in fielding one since you'd need a few support vessels to ensure it didn't die in the first volly, or you'd be swapping safespots all the time and hoping that the guys you were fighting didn't have uber scanning skills and equipment.
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Dhejay Centrix
Caldari The Wailing Doom
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Posted - 2008.12.16 13:28:00 -
[6]
The assault ships skill itself has no requirement for a racial frigate skill to be trained but frigate 4 will in fact be a pre-requisite as you need it to train the cruiser and then the battleship skill.
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Dhejay Centrix
Caldari The Wailing Doom
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Posted - 2008.12.17 13:31:00 -
[7]
I really don't think you should have a skill requirement for flying the ship that doesn't relate to the needs of the craft itself. I understand that you want something to "bridge the gap" between BS and caps but this is not the way to do it. Unless a ship is a dedicated drone carrier you really shouldn't need drone skills for it.
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Dhejay Centrix
Caldari The Wailing Doom
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Posted - 2008.12.21 22:36:00 -
[8]
These are good but I still don't like the idea of a ship that isn't a dedicated drone carrier requiring drone skills to fly.
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Dhejay Centrix
Caldari The Wailing Doom
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Posted - 2008.12.22 21:49:00 -
[9]
Originally by: Balor Haliquin I can understand that position. But I want to keep the requirements uniform.
So why not gunnery 5 and missile launcher operation 5 as well?
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Dhejay Centrix
Caldari The Wailing Doom
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Posted - 2008.12.26 09:39:00 -
[10]
I like the idea of a ship that is another step between sub-cap and capital but you shouldn't design the skill requirements specifically for that. The skills required for the ship should be relevant to what is needed to fly it not the next class of ship. I like the idea of flagships, please don't let them get bogged down by trying to make them an artificial bridge between ship classes.
Personally, I didn't find a gap between BS and capitals. I made sure I trained all the relevant skills for flying my BS up to lvl 5 for it to be as effective as possible and after that it was just a matter of training adv spaceship command and the dread/carrier/jumpdrive skills. Don't forget that you're supposed to max out skills in a relevant ship to make it effective and that in itself serves to ease the transition.
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Dhejay Centrix
Caldari The Wailing Doom
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Posted - 2009.01.01 10:27:00 -
[11]
Originally by: Balor Haliquin ... I'm thinking Targeting V and other such electronic skills. I'm not sure where to go so suggestions are welcome.
This is a good idea. Having targeting as a prereq is a good plan, how about multitasking as well?
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Dhejay Centrix
Caldari The Wailing Doom
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Posted - 2009.01.03 07:57:00 -
[12]
Originally by: Balor Haliquin 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.
It would be correct for a ship of this type to be able to lock a load of targets and this can be your "rp reason" for requiring the skill if you feel you need one. Having a large number of targets lockable would be a really good reason for people to fly these ships in their intended role.
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