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

Balor Haliquin
Amarr
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Posted - 2008.05.14 17:30:00 -
[361]
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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procurement specialist
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Posted - 2008.05.14 17:47:00 -
[362]
Edited by: procurement specialist on 14/05/2008 17:54:24 a caldari ops (operations platform ship) would take like caldari bs 3/4 and ops skill to 3/4. much less than training command ships imo.
Edit. the idea is a slightly beefier tank and fitting to support the warlinks like a bc > a normal cruiser not a command ship > bc
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Balor Haliquin
Amarr
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Posted - 2008.05.16 16:53:00 -
[363]
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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procurement specialist
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Posted - 2008.05.19 17:40:00 -
[364]
sorry. i didn't mean to derail your thread. 
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Kethry Avenger
Krell-Korp
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Posted - 2008.05.19 19:43:00 -
[365]
Any way that an Amarr Tech II ship can use enough missile hard points to let me have a way to fly my faction and not suck at Gurista and Angel missions sounds like a great idea to me. Not to mention a black Abaddon would be awesome.
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Balor Haliquin
Amarr
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Posted - 2008.05.21 04:11:00 -
[366]
No problem, I just wanted to keep things focused. Thanks for the input though.
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Balor Haliquin
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Posted - 2008.05.21 15:57:00 -
[367]
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
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Posted - 2008.05.21 15:59:00 -
[368]
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
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Posted - 2008.05.21 16:00:00 -
[369]
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
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Posted - 2008.05.21 16:02:00 -
[370]
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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procurement specialist
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Posted - 2008.05.21 16:32:00 -
[371]
my 2 problems with this are 1) there is currently no bs that can fit a warlink to base this ability off of. 2) the training to to get into command ships is horrendous and now a bs V requirement as well just seems like it would take so long to train for new people might as well train for a carrier.
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Balor Haliquin
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Posted - 2008.05.24 20:52:00 -
[372]
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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Siigari Kitawa
The Aduro Protocol
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Posted - 2008.05.24 21:43:00 -
[373]
Yeah so I just got done reading this entire thread *faints*
Okay.
You have excellent, excellent ideas here.
Consider this:
The ship you are trying to create has the feeling of awe to it. You want perhaps one or two in a fleet being guarded by a massive swarm of protectors etc.
Well, here's the thing. You have seemed to come to an impasse as to whether or not you want them to be harbingers of destruction or gigantic tanks. Which naturally is creating a dichotomy in your design.
So, how do you solve that? Have one flagship be a dps mofo that focuses on giving the fleet gank and focus on the other one that gives the fleet tank. By doing that you balance the nature of the ship. The bonuses should be minimal... keep in mind a 5% increase in dps amongst an entire fleet brings HUGE dps overall. Same goes for a tank.. however that could be a different story.
I like what I see. I also like the name flagship, unlike other posters who disagree. A flagship is commonly a ship that can travel around being accompanied by its fleet. Keep the name. Looking good :)
www.siigarikitawa.com |

Nova Fox
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Posted - 2008.05.25 00:03:00 -
[374]
would it hurt to make something entirely new like the covert ops did with its covert cyno (about to gain a role by opeining cynos in jammed systems)
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Balor Haliquin
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Posted - 2008.05.26 00:39:00 -
[375]
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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Siigari Kitawa
The Aduro Protocol
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Posted - 2008.05.26 02:04:00 -
[376]
Well, I meant the 5% per level.
Keep in mind that old-school command ships brought about HUGE changes to fleets. Almost everyone had one in their gang and you noticed it. Ships were becoming awesome and incredible.
Throw that onto a tech 2 battleship and you have omg wow.
www.siigarikitawa.com |

procurement specialist
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Posted - 2008.05.27 02:17:00 -
[377]
are you thinking of a weak titan bonus? caldari would give like 2% shield hp per level so that on top of the other bonuses frome leadership your tank would get even bigger.
then the damage specialist would get like 2% rof increase for all missile launchers?
keep in mind the current max with implant is 15% shield hp and 2% *6 * 1.5 *1.5 (base * seige warfare V +500% * warfare link specialist V 150% * implant 150%)
for 15% more shield hp and 27% resists (vulture gives 15% more bonus for 31% bonus) that all together gives about 1.5 Times effective shield hp if i did all that right. It is a really big bonus already at least in 1 area.
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Balor Haliquin
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Posted - 2008.05.27 20:25:00 -
[378]
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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procurement specialist
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Posted - 2008.05.27 20:58:00 -
[379]
i thought stacking penatlies apply per module and that the gang bonus warlinks and ship internal bonuses were not stacking penalized. i thought the drake and rohk shield resist bonus, warlink bonus and total module resist(with penalty figured on only modules) are cumulative.
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Fofalus
Garoun Investment Bank
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Posted - 2008.05.27 21:11:00 -
[380]
Kind of off topic but you should remove the wall of edits from the op lol.
Quote:
Edited by: Balor Haliquin on 21/05/2008 16:07:54 Edited by: Balor Haliquin on 21/05/2008 16:07:28 Edited by: Balor Haliquin on 21/04/2008 16:14:31 Edited by: Balor Haliquin on 29/03/2008 18:44:58 Edited by: Balor Haliquin on 26/02/2008 20:53:09 Edited by: Balor Haliquin on 20/02/2008 16:26:03 Edited by: Balor Haliquin on 06/02/2008 17:57:41 Edited by: Balor Haliquin on 20/01/2008 04:25:04 Edited by: Balor Haliquin on 11/01/2008 05:37:37 Edited by: Balor Haliquin on 06/01/2008 07:05:59 Edited by: Balor Haliquin on 03/01/2008 17:21:56 Edited by: Balor Haliquin on 24/12/2007 22:16:54 Edited by: Balor Haliquin on 21/12/2007 19:07:57
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procurement specialist
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Posted - 2008.05.27 21:18:00 -
[381]
still saying we need a tech 1 vessel class between current bs and capitals to get this. I think balancing a t2 bs commandship versus the current t2 bs will just be too hard.
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Balor Haliquin
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Posted - 2008.05.28 16:34:00 -
[382]
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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procurement specialist
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Posted - 2008.05.28 18:44:00 -
[383]
Originally by: Balor Haliquin 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.
I will try and check that out tonight then. a 27% stacking penalised to 10% is not that big. also titans are huge and expensive so it would be hard to get enough of them to blow fleet fights more than the DD already does.
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Balor Haliquin
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Posted - 2008.06.02 15:51:00 -
[384]
*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 -
[385]
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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Antaiir
Eat My Shorts Inc. Freelancer Coalition
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Posted - 2008.06.09 12:07:00 -
[386]
Great idea Balor, i like it 
Anta
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Cyrus duBois
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Posted - 2008.06.13 06:00:00 -
[387]
Nice work Balor.
be nice to take one for a test drive
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KingOzar
Brute Strength THORN Alliance
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Posted - 2008.06.13 06:13:00 -
[388]
Imo, Fleet Command 3 is way too much. I can see Wing Command 3 or 4, but anything above that and it isn't worth training for.
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Sanadis
Second Rising
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Posted - 2008.06.13 06:22:00 -
[389]
These ships have been very well thought out. They would be nice for warfare, so their training time would be well worth it.
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KingOzar
Brute Strength THORN Alliance
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Posted - 2008.06.13 06:33:00 -
[390]
Originally by: Sanadis These ships have been very well thought out. They would be nice for warfare, so their training time would be well worth it.
Fleet Command 3? That's not worth any ship unless it's a tech 2 capital maybe. No ship with anything under a sub-capital tank is worth that much training.
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