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

Balor Haliquin
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Posted - 2008.06.13 23:26:00 -
[391]
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 -
[392]
*bump*
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procurement specialist
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Posted - 2008.06.18 17:09:00 -
[393]
fleet command 1 requires wing command V. that is the problem i beleive. More of a wing command 4 thing and save fleet command for use with titans and motherships.
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Rogen DarHeel
Rogen's Heroes
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Posted - 2008.06.18 17:21:00 -
[394]
A flagship should not be a BS.. A flag ships should be a dread, carrier, mothership, Titan kind of ship
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El Yatta
Mercenary Forces
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Posted - 2008.06.18 23:01:00 -
[395]
What is the point of these ships except to undermine command ships, carriers and titans?
I would prefer t2 tier3s with a ROLE. I have proposed my own the tactical environments thread, but I dont think that is a definitive version. Its certainly better than the OP of this though. _______________________________________________ Mercenary Forces |

Balor Haliquin
Amarr
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Posted - 2008.06.29 14:42:00 -
[396]
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. |

Terex193
Amarr Heretic Army Heretic Nation
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Posted - 2008.07.02 15:16:00 -
[397]
My $0.02
Flagships should be a sort of Tier 2 Dreadnaught or t2 Dread. Cause' if u think of it, Flagships are the lead of the fleet, so even a Tech 3 bc >:) or tier 3 command(Like a t2 Harbinger!) But yea i like the idea of flagships, just don't think of it as a battleship. I like t2 Tier 2 bcs, or dreadnaughts...
Well thats my $0.02
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Balor Haliquin
Amarr
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Posted - 2008.07.10 17:00:00 -
[398]
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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Nova Fox
Gallente
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Posted - 2008.07.10 17:53:00 -
[399]
There are talks about some things of factional warfare leaking over to 0.0 warfare.
Like gatecapturing in order to change system sov and other factors. Are you considering any of these possibilities for your ships. IE a presence of a flag ship in the control zone cranks up the timer instead of pausing when contested when defending?
Also it would make sense if these ships are superior data linking ships being able to handle tonns of information all at once including fire control solutions, any purposed plans to have offensivly based fleet wide bonuses instead of the defensive ones that the titans have? Gallente Sensors, Caldari Radius of guns and munitions, Minmatar Tracking, Amarr Rate of fire just for simple suggestions.
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Balor Haliquin
Amarr
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Posted - 2008.07.12 22:01:00 -
[400]
HMMMMMMmmmmmm I say
*returns to drawing board and scribbles furiously*
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.07.13 04:25:00 -
[401]
Well its always easier for me to come up with ships whose roles currently dont exist its almost like being a kid in a candy store room to expand and little to be compared against and toe stepping on.
New Ship Idea: Tender Supply Ship, The Logistics Sister |

NanDe YaNen
The Funkalistic
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Posted - 2008.07.13 05:08:00 -
[402]
Originally by: Darth Felin Gang bonuses work this way currently but it is good to remember that devs planned to change it to work on-grid only.
If this is the case, there's a major issue of how to have a high-influence asset on the battlefield that doesn't have to be tanked to a ridiculous extreme. It would be very boring for the fight to revolve around who can kill the enemy booster first or whether you can protect your own booster ship. More DPS/tank per second == win?
Decouple the ship's ability to tank capital sized damage and survivability. Give it some decoy probes that prevent cap-ships from being able to achieve lock but still leave it having to tank ships with faster sensors. High resits == high HP buffer and very effective carrier support, making it potentially a bad decision to try and take out the booster ship first.
A very good way to have a flagship that doesn't die instantly and doesn't have to be a Titan++ to have any lifetime on the battlefield.
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Korran Minare
Gallente Spaced Cowboys
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Posted - 2008.07.14 21:24:00 -
[403]
waits eagerly for balors new set of specs, and looks longinly at the empty spots in my hangar reserved for the Gallente versions
Originally by: Korran Minare what would you put on space pizza anyway????
Support Flagships |

Xzar Fyrarr
Minmatar Tribal Liberation Force
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Posted - 2008.07.15 04:25:00 -
[404]
Nice
I like it :D I remember bringing up this idea a couple months or so ago as I didn't see a thread on the topic yet.
Question:Seeing as how Flagships seem to be a very specialized ship, why not make one of the requirement for skills to be CommandShips lvl 5? I mean, it is a specialized ship, and right now at this day and age, it seems like most people can fly commandships?
Also, should the Flagships have a stacking penalty -per ship- or should the fleet be limited to only* *one* Flagship* - seeing as how they are "Flagships"- per fleet?
I mean, imagine 3 Artimus being in the same fleet composed of mainly gallente ships with some other races ships here and there. That would be *150%* bonus to drone hitpoints per lvl PLUS the bonus the said fleet members get from their own ships. I can see that being incredibly overpowered should people take the time to invest in the skills.
I didn't read through all of the 14 pages because of time but I'll read through it tomorrow
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Balor Haliquin
Amarr
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Posted - 2008.07.16 02:14:00 -
[405]
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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La Merovingian
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Posted - 2008.07.18 06:19:00 -
[406]
Signed. I think this is a fantastic idea. Either as a Tier 3 T2 Battleship, or even a Tier 2 T2 Battlecruiser. I'd happily fly one. What about something like the Heavy Interdictors? Gets mad bonuses to tanks and can give mad bonuses to the gang, but it's immobile when the new special command modules are activated? Just a thought...
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.07.20 22:35:00 -
[407]
Roleplay wise There are already two flagships in the game, the mordus honor and the mordus glory, scorpion and raven respectfully, thier role is unknown but nobody ever challenged them or ever seen the ships since thier debute.
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Balor Haliquin
Amarr
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Posted - 2008.07.23 15:32:00 -
[408]
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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Patrice Macmahon
Gallente
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Posted - 2008.08.01 02:31:00 -
[409]
Edited by: Patrice Macmahon on 01/08/2008 02:32:31 Ignore my comment. Skills are appropriately adressed....
*bump*
- The Intakies have the obligation to the Federation to defend citizenship and liberties. But that defence does not nessicarrily warrant an act of agression. |

Hawkster222
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Posted - 2008.08.01 03:35:00 -
[410]
uh... say hello to our new 1-2 years in training ship... :)
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Balor Haliquin
Amarr
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Posted - 2008.08.01 15:34:00 -
[411]
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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d3vo
The Space BorderLine United For 0rder
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Posted - 2008.08.01 16:29:00 -
[412]
I don't think this ship is a good idea. At the moment, T1 Battleships are the most valued in the game (besides capitals) and it should stay that way. __________ \(^.^)/ |

Munio Veritas
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Posted - 2008.08.02 00:26:00 -
[413]
Edited by: Munio Veritas on 02/08/2008 00:26:48 Just in case it wasn't pointed out before, you spelled "Artemis" wrong. Not to be a jerk or anything...
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Balor Haliquin
Amarr
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Posted - 2008.08.02 01:24:00 -
[414]
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 -
[415]
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 -
[416]
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 -
[417]
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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Strill
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Posted - 2008.08.09 21:49:00 -
[418]
Originally by: Balor Haliquin GALLENTE Name: Minerva Hull: Hyperion Role: Frontline Command Ship
Minerva does sound better, but shouldn't it be "Athena"? All the Gallente ships named after Greko-Roman deities currently use the Greek names.
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Lusulpher
Raddick Explorations BlackWater.
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Posted - 2008.08.09 22:32:00 -
[419]
Edited by: Lusulpher on 09/08/2008 22:33:22 I thought this was going to be overpowered but I see genuine attempt to balance.
Got my support.
Like how the skills half-sync with carriers, but diverge enough to make sure not all carrier pilots will have one of these playthings to roll around in.
This will about fill the last ship class needed for EVE(besides mini-freighter).
A great idea sitting here CCP.
Edit: Is the Hyperion name correct as to naming convention? Live and Let Die...All of it...null |

Balor Haliquin
Amarr
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Posted - 2008.08.09 22:50:00 -
[420]
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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