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Rogerano
Minmatar Einherjar Rising Cry Havoc.
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Posted - 2008.09.10 07:57:00 -
[481]
Currently BC based command ships are high priority targets, for a variety of reasons. They cost about 5-6 times as much as their t1 counterpart. These two points are offset somewhat by the increased survivability of the ships, though this is debatable. Certainly the damnation and possibly the two caldari CSes are survivable. The others have decent tanks.
If these flagships see the light of day, they too will be high priority targets. But without the extra protection. If their cost follows in the footsteps of their CS cousins and the recent marauders, then it would be hard to justify putting these ships on the front line.
Given the above, their flagshipy bonuses won't justify the effort and cost. The ships just aren't that good.
If you don't paint these as t2 battleships and the cost is therefore near to or slightly higher than their plain counterparts, it might be ok. I don't mind paying for and enjoy using my damnation, abso, claymore and sliep because I know they're highly capable ships. --- Not happy with something in EVE? An emo whine will doubtless help your cause. |

Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2008.09.10 08:35:00 -
[482]
if you want a flag ships, than add a gang/fleet aiding exclusive ability, like target handoff or similar ..
f.e. you stack the flag ship with sensor boosters and lock faster than other ships and when boradcasting a primary, the target will appear for all ships as already locked and they can fire instantly. this makes the ship actualy appear on the battlefield and on the front line while giving a unique fleet oriented role and bonus. --- SIG --- CSM: your support is needed ! |

Balor Haliquin
Amarr
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Posted - 2008.09.15 19:08:00 -
[483]
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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Sardukarr
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Posted - 2008.09.15 21:27:00 -
[484]
will we get all new models or just a recoloring? "no more damn DESERTS!" |

Balor Haliquin
Amarr
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Posted - 2008.09.15 23:02:00 -
[485]
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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NanDe YaNen
The Funkalistic
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Posted - 2008.09.16 00:16:00 -
[486]
That broadcast idea is probably the strongest idea for a T2 role I've seen yet as far as making FC's function better. ---------------------------------------
Originally by: Red Raider A happy gamer isnt on the forums, they are playing the game unless they have an idea that they honestly think is helping out.
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Balor Haliquin
Amarr
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Posted - 2008.09.16 01:40:00 -
[487]
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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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.09.16 06:04:00 -
[488]
Currently the ships 'combat' value is high enough to get it on the field The ships 'threat' value' is respectful enough for warrent it However the ships 'finacial' is imo out of porportion.
This however cant be avoided, despite this players may not take such a heavy value ship that its own price rivals probably the more effective carrier in terms of endearing effects where as the flagship would be instant vaporware.
There needs to be some sort of solution that allows the flagship to withstand escalation so that it wont be uber poweful in smaller sutations while in larger situations its benifits are on par with the threat being handeled.
Pre Order your Sisters of Eve ship today!!! |

Rogerano
Minmatar Einherjar Rising Cry Havoc.
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Posted - 2008.09.16 06:14:00 -
[489]
Originally by: Balor Haliquin 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.
Errr. WTF? Nobody I know uses gang links on their capital ships. The high slots are reserved for neuts, smarties, and reppers. Fleet bonuses come from mind-linked clones in specially fitted fleet command ship(s). Non-titan caps do not offer bonuses different to command ships.
Are you referring to the single gang-member bonus conveyed by the titan as the bonus not available to high-sec gangs? That single bonus they convey isn't available "normally" because most of your low-sec and 0.0-sec players aren't in gangs with titan+pilot fleet commanders (yet :P).
Also, titans are kinda pricey and so the bonus they give - which is like fitting an officer mod or something - is justified by the effort required to sit in and field the ship. --- Not happy with something in EVE? An emo whine will doubtless help your cause. |

Balor Haliquin
Amarr
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Posted - 2008.09.16 16:07:00 -
[490]
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 -
[491]
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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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.09.23 03:44:00 -
[492]
Well I can point out the gallente ones
Duvolle Labs is all about assault assault assault! Go in and rip them a new one assault.
Cedrodon corporation is electronics supeirority though enhanced computer abilities (aka drone controls, ewar, covert ops)
Rhoden Shipyards is a caldari wanna be but it really needs a mk2 done to it a series of ships that focuses on ROF missiles no range bonus or something.
Pre Order your Sisters of Eve ship today!!! |

NanDe YaNen
The Funkalistic
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Posted - 2008.09.23 03:50:00 -
[493]
Originally by: Balor Haliquin 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.
So just make it initiate the lock process for all gang mates. FC calls target. Gang mates all see the timer start. "Oh THAT target!" Never fall to hard-to-read handles again. ---------------------------------------
Originally by: Red Raider A happy gamer isnt on the forums, they are playing the game unless they have an idea that they honestly think is helping out.
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Kransthow
Sage Industries
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Posted - 2008.09.23 06:44:00 -
[494]
How will the role of these ships differ from the role of standard command ships and if they are the same then what justification is there for their existence.
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Balor Haliquin
Amarr
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Posted - 2008.09.23 17:52:00 -
[495]
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 -
[496]
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 -
[497]
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
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Posted - 2008.09.25 20:31:00 -
[498]
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
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Posted - 2008.09.25 20:33:00 -
[499]
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
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Posted - 2008.09.25 20:39:00 -
[500]
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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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.09.26 00:04:00 -
[501]
Hmm the front line ships having an offenseive bonus is nice to the fleets now, still disagree with a few of them though such as the gallente falloff vs caldari damage bonus imo should be swapped as gallent always has been about putting damage on spot while caldari is reaching out and touching people, having a damage bonus at all how ever may overvalue it (considering etf warriors only think about two things, dps and effective hp) so I would rather see a tracking bonus instead for the gallente should you swap the range damage and exchange damage for tracking. All the bonuses would then contribute to dps overall but not directly.
the 'defensive' bonus of all of the front line ships imo should differ form the fleet command ones. For example cap amount vs cap recharge, shield amount vs shield recharge, armor amount vs repper repair rate, signature size vs agility
Pre Order your Sisters of Eve ship today!!! |

Balor Haliquin
Amarr
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Posted - 2008.09.26 02:56:00 -
[502]
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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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.09.26 07:39:00 -
[503]
well the examples i listed are based off skill bonuses, it seems armor doesnt oftenly skill on repair amount but speed for example.
Pre Order your Sisters of Eve ship today!!! |

Will Whitewiskers
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Posted - 2008.09.26 10:51:00 -
[504]
Ill probably be erased but here goes. New hull designs please, the fittings schematic is safe. A new hull design would spark alot of interest in just saying i have one ,add specialization and you have a stampede to train up for it! Just a thought but in military circles aircraft id is essential so is vehicle id. In that respect you see a shape in the distance distinctive, and you say we have a flag ship lets kill it! or you have bitten off more than you can chew and doubt says get the hell out of here ! Argo
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Balor Haliquin
Amarr
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Posted - 2008.09.26 16:57:00 -
[505]
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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Destructor1792
Minmatar Malicious Intentions Resurgency
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Posted - 2008.09.26 16:58:00 -
[506]
A nice idea 
On the skill side (as these are basically the big brother of Command ships) i'd opt for:
Primary:
Flagship I BS V Cruiser V Frigate V Logistics V Command Ships V Wing command V -> Leadership V Warfare Link Specialist V
Secondary: Advanced Spaceship Command V (depending on race) 2 x Advanced Leadership skills to V Electronics V Mechanic V Engineering V Gunnery V
Tertiary: Advanced weapons Upgrade V Targeting 5 Electronic Upgrades V Long Range Targeting V Multi-tasking V
or something like that 
As for the high slots, 8 is good but should be a 4/0 turret/missile mix. maybe 2/2/0 or 3/1/0
Remove any shield rep bonus from the ship & replace them with either HP increase or resistance increase ( fleet fights = lag & as you're the one controlling most of it, buffer over reps instead of trying to activate laggy modules!)
Allow the fitting of 4-6 gang link modules (your controlling ur fleet so why have the ability to fit so many guns!?)
If they're primarly armor then reduce shield HP to 1000.. increase armor HP's to 50,000 (these puppies need to able to survive) and vice versa for shield ships (although i already forsee alot of carnage on the forums with regard to those that rely on shields!).
Allow the use of these in 0.0 only (imagine the choas they'll cause in low-sec and empire!!)
Brain has gone blank now so i'll come back and edit this post at some point! lol
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Bringing The Fun Back
I Have No Fear, Fear is for the weak. |

Balor Haliquin
Amarr
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Posted - 2008.09.26 19:47:00 -
[507]
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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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.09.27 00:25:00 -
[508]
I agree about the gun issue, if the player wants to be more of a fleet monkey hell have to sacrifice firepower for the force multiplier.
I think the front line ships need to have a lowered defensive fleet bonus, where as the backlining ships would have a higher defensive one.
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Balor Haliquin
Amarr
|
Posted - 2008.09.27 21:02:00 -
[509]
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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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.09.27 21:41:00 -
[510]
wonder if its possible to have a per squadon or per wing bonus possible.
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