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

Balor Haliquin
Amarr
|
Posted - 2008.11.15 21:51:00 -
[571]
Ohh for god sake (edits the post) |

Balor Haliquin
Amarr
|
Posted - 2008.11.15 22:01:00 -
[572]
I had to change the names of some of the ship because I either did not like them or they were used somewhere els in the game.
Firestorm is now the Lahar (basicly a pyroclastic flow from a volcano) Oblivion is now the Vanquisher
The Vanquisher has also had its bonus to its torpedos changed to explosion velocity rather then rate of fire. |

Noah Cyril
|
Posted - 2008.11.15 22:47:00 -
[573]
Arrr, is all clear now =p soz for the miss read. Maby(or i am =p) being picky, of all the caldari T2 ships the boost for the thermal resis is always higher then the kin resisi boost and even higher then the kin resis because thermal is gallente's main dmg(so it seems as caldari is the kin dmg) should't the flag ship be the same. Cause is the gallente that should hav a higher kin resis boost as they r design to tank against caldari, sorry for being so picky =p
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Balor Haliquin
Amarr
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Posted - 2008.11.15 22:50:00 -
[574]
ill have to look into that, thanks for pointing it out.
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Rathverg
Wildlands Heavy Technologies FOUNDATI0N
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Posted - 2008.11.16 23:46:00 -
[575]
Edited by: Rathverg on 16/11/2008 23:48:35 -edit-
made myself look like a moron, ignore please |

Balor Haliquin
Amarr
|
Posted - 2008.11.17 00:08:00 -
[576]
No problem man, we all do it occasionaly. |

Gantor Tesla
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Posted - 2008.11.17 10:36:00 -
[577]
Edited by: Gantor Tesla on 17/11/2008 10:42:08 I think Flagships should be able to do a Battleships worth of DMG, while running a CS worth of links. I really think 1 ship, with a Marauder style DMG bonus, and the ability to run 3 links would be great. The problem with CS is you get DPS or Links. The problem with a BS is no links. So bolt a Vulture to a Rokh and send us on our way.
If we had to do a Field Com / Fleet Com style, why not:
Field: 100% Role Bonus to BS sized weapon, 4 weapons Able to run 3 links 100% Per Flagship lvl to Link effectiveness
Fleet: 500% Role Bonus to Cap Transport and ______ Rep Range Able to run 6 links
100% per Flagship lvl to link effectiveness. 20% per Flagship lvl to Cap Trans / Rep amount
This ship definitely needs to require Spaceship Command V, not IV.
P.S. Please make Caldari version able to use either Missiles or Guns.
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Noah Cyril
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Posted - 2008.11.17 15:17:00 -
[578]
That is just overpowering 100% Per Flagship lvl to Link effectiveness??, a 50man fleet with 2 of those flagship can wipe another fleet 5 times it size if they dont hav a flagship, it will be fleet busting small gang then, which is close to gang busting solo BS.....and u want a logistic range and Trans / Rep amount as well?? and the caldari version is gun or missile, always hav been like caracal/moa; raven/rokh, i dont see why the falgship should do both(or be able to choose from 2 in 1 ship)the design now is fine, 1 missile boat and 1 gun boat. |

Balor Haliquin
Amarr
|
Posted - 2008.11.17 17:12:00 -
[579]
The reason I have not not given the Flagships huge logistics bonuses and a Marauder style gun and damage setup is very simple. I wanted to avoid making a Marauder clone and make them as effective as Marauders at doing missions. No giving the player the ability to simply have, effectively, 8 guns and the ability to run all the warfare links with no penelty will not only make the Marauders less effective but it will completely overshadow the Command Ships. Secondly, Flagships are regular battleships with heavily upgraded fleet control functions. They are not logistics ships. I'm not saying that their should be no battleship sized logistics ship. I'm saying that it should be its own unique varient or ship. Trying to make a ship that is a jack of all trades will simply place it in the hall of fail, or is done very wrong, the halls of absolute win and needing to be nerfed. |

Gantor Tesla
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Posted - 2008.11.18 20:12:00 -
[580]
I'm sorry, I didn't realize this thread was about what YOU want in a T2 BS. I thought it was a forum for ideas.
Fact: Quoted from the CS Info page "Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements."
Battleship Chassis Command Ships should be EVEN BETTER. The ridiculous training time required makes the ridiculous bonuses acceptable. Warfare Link Specialist V should be a prereq. You want to talk about overpowered? You have those ships so short of training time they are going to be the only ship to fly. These crazy ships NEED more level 5 requirements.
Fleet Command Ships ARE logistics ships, whether you want them to have a bonus to rep transport or not. A BS class CS should have the ability to run more links, and do an even better job of supporting the fleet.
With the Fleet Command style I suggested you would need to choose between extra repping your fleet, and giving them links. I think the bonuses I prescribed are fine if the ship requires more skills. I also think this ship should have an advanced spaceship command ship requirement.
The sharing of the Marauder Bonus makes great role play sense. You take the same systems and equip them to a ship and free up slots for links. In war you take what you have and make better stuff. You do not have the time to research new tech, you need the advantage NOW. The Field Command ships have always been about DPS first, and Links secondary. These are the go into the mix and get it done guys. They need DPS, they need tank, and the link is a nice touch. So you give them All their DPS and a normal set of links. For the Fleet Command style of "sit out of the way and coordinate" they get a second link array to run 6 links at the same time, as well as a rep / cap trans bonus to further their support role.
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Gantor Tesla
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Posted - 2008.11.18 20:27:00 -
[581]
Originally by: Noah Cyril and the caldari version is gun or missile, always hav been like caracal/moa; raven/rokh, i dont see why the falgship should do both(or be able to choose from 2 in 1 ship)the design now is fine, 1 missile boat and 1 gun boat.
You are obviously not a Caldari pilot. I HATE being told what ship to fly. I trained HALF a race's ships because the Harpy, Raptor, Ferox, Moa, Rokh, Vulture, and Eagle are all turret only boats. And those that have either or NEVER have bonuses for both. If you're a missile user you get the Hawk, Raven, Caracal, Drake, and Nighthawk. If you want to use missiles and a Fleet Command ship, you can't. The best Caldari BS is the Rokh, which does almost no dmg with missiles on. I do not want to be told once again that I can not have a Missile / Fleet Command Ship.
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Hatsumi Kobayashi
Caldari The Black Rabbits The Gurlstas Associates
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Posted - 2008.11.19 02:58:00 -
[582]
Originally by: Gantor Tesla
A BS class CS should have the ability to run more links, and do an even better job of supporting the fleet.
[...]
For the Fleet Command style of "sit out of the way and coordinate" they get a second link array to run 6 links at the same time, as well as a rep / cap trans bonus to further their support role.
The way i see it, the flagships as suggested now have a "built-in" warfare link, in that they give their fleet a bonus based on the skill level whether they have a link fitted or not. By fitting 2 links you get the effect of three, hence freeing a high slot in the process.
In any case, I love this idea. Thumbs up from me. |

Hercules Soban
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Posted - 2008.11.19 09:39:00 -
[583]
that would be great!! MORE ships more fun     
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Noah Cyril
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Posted - 2008.11.19 13:38:00 -
[584]
Originally by: Gantor Tesla
Originally by: Noah Cyril and the caldari version is gun or missile, always hav been like caracal/moa; raven/rokh, i dont see why the falgship should do both(or be able to choose from 2 in 1 ship)the design now is fine, 1 missile boat and 1 gun boat.
You are obviously not a Caldari pilot. I HATE being told what ship to fly. I trained HALF a race's ships because the Harpy, Raptor, Ferox, Moa, Rokh, Vulture, and Eagle are all turret only boats. And those that have either or NEVER have bonuses for both. If you're a missile user you get the Hawk, Raven, Caracal, Drake, and Nighthawk. If you want to use missiles and a Fleet Command ship, you can't. The best Caldari BS is the Rokh, which does almost no dmg with missiles on. I do not want to be told once again that I can not have a Missile / Fleet Command Ship.
If u haven't relize, there 2 tpyes of flag ship the caldari 1 do hav a missile cammand ship, it is the Tsunami Theater Command Ship, and wat i ment is there shoulden't be a ship where it got missile and gun bonus. cause except the phoon and the gurastas, but the caldari 1 is either gun range(or +dmg as well on T2)or missile dmg/rof(+range) bonus
P.S. did i ever saiy u cant hav a missile cammand ship?
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Noah Cyril
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Posted - 2008.11.19 13:45:00 -
[585]
Originally by: Gantor Tesla I'm sorry, I didn't realize this thread was about what YOU want in a T2 BS. I thought it was a forum for ideas.
Fact: Quoted from the CS Info page "Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements."
Battleship Chassis Command Ships should be EVEN BETTER. The ridiculous training time required makes the ridiculous bonuses acceptable. Warfare Link Specialist V should be a prereq. You want to talk about overpowered? You have those ships so short of training time they are going to be the only ship to fly. These crazy ships NEED more level 5 requirements.
Fleet Command Ships ARE logistics ships, whether you want them to have a bonus to rep transport or not. A BS class CS should have the ability to run more links, and do an even better job of supporting the fleet.
With the Fleet Command style I suggested you would need to choose between extra repping your fleet, and giving them links. I think the bonuses I prescribed are fine if the ship requires more skills. I also think this ship should have an advanced spaceship command ship requirement.
The sharing of the Marauder Bonus makes great role play sense. You take the same systems and equip them to a ship and free up slots for links. In war you take what you have and make better stuff. You do not have the time to research new tech, you need the advantage NOW. The Field Command ships have always been about DPS first, and Links secondary. These are the go into the mix and get it done guys. They need DPS, they need tank, and the link is a nice touch. So you give them All their DPS and a normal set of links. For the Fleet Command style of "sit out of the way and coordinate" they get a second link array to run 6 links at the same time, as well as a rep / cap trans bonus to further their support role.
Yeeeeee, another I(we) win button suggestion.......
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Balor Haliquin
Amarr
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Posted - 2008.11.19 17:19:00 -
[586]
Yes these ships are what I, and at this point a lot of other people, think the Flagship should look like and fly like. The reason for not allowing the 8 guns for the price of 4 is very simple. The Marauder style bonus may look like its as simple as just more damage per gun. But it has a lot more value then just a damage bonus. Mounting 4 guns with a 100% bonus to damage instead of 8 means that not only do you effectively have 8 guns, but you are mounting those 8 guns at half the fitting/cap/slot requirement. Effectively the cost on the ship is heavily reduced. Not only that but you are now able to put in extra mods in the high slots. And yes they may be intended for one thing but it simply does not prevent players from putting what they want in them. Might I suggest that a player could have on any Flagship the 4 guns and 4 Heavy Neuts/Nos. That is a solo machine right there. The Guns are designed to be a limit as much as they are an option for the ship.
The ships as of now require close to 3 months worth of directed skilling. Skilling that is focused only on flying the ships. Anything more then that might be too much for most players to even want to consider right off the bat.
Yes Caldari pilots have to learn how to use both Hybrid an Missiles. Just like Amarr pilots have to learn how to use Lasers and Missiles, and Minmatar have to learn to learn how to use Projectile/Missiles/Armor/Shields, and Gallente cheat and only have to learn how to use Hybrid and Drones (which are nothing more then suplemental damage). So yes it sucks to have to go through and skill a lot of different things, but thats how it works in EVE.
Most of what you are seeing is a lot of pre-nerfing. Its to prevent the ships from completely overshadowing the other battleships/command ships/T2 battleships. |

Sophie Malaster
Gallente EUROMECH Unlimited ARTESANOS
|
Posted - 2008.11.19 23:30:00 -
[587]
I love the names, and the properties of each ship. I think it's a very good adding for EVE, and a new rol. I'm dreaming to see the textures and the ship complited! |

Sirimna
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Posted - 2008.11.20 09:09:00 -
[588]
i may have replied before but nice one      |

Su27frogfoot
Caldari Coalition of Nations
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Posted - 2008.11.20 16:43:00 -
[589]
I must say looking at the latest ships it realy looks good, I would love a bit heavier DPS but i can see your point as more valied we don't need a new end of all NPCs ship but a good and soild command platform for low-sec and 0.0 small to medium size gangs. Keep this post up high and CCP has to make the ship sooner or later (sooner i hope)
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Balor Haliquin
Amarr
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Posted - 2008.11.22 04:48:00 -
[590]
I have made a mistake. Noah pointed out that I had the T2 bonuses to shields and armor in the wrong order for the Caldari. ANd he was right so ill have to change that soon.
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MeBiatch
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Posted - 2008.11.22 07:03:00 -
[591]
Edited by: MeBiatch on 22/11/2008 07:04:01 Make the Athena made by Roden Shipyards...
It has more armor bonus which is more inline with Roden Shipyards montra... i.e stronger armor and tends to favor missles... you could give the ship mixed high slots between guns and missles like on a rokh but keep the same bonuses...
Moreover the other two tech II bs's are already made by the other two mega corps.... atleast one of the teir 3 tech II should be made from Roden Shipyards...
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Balor Haliquin
Amarr
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Posted - 2008.11.29 16:40:00 -
[592]
I will have to figure out if the Roden ships fit the concept for the Athena. If not ill make changes apropriate to bring the Athena back into line with its mega corp. Thanks for pointing that out.
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Balor Haliquin
Amarr
|
Posted - 2008.12.06 05:18:00 -
[593]
Ill have new ship designs up this weekend. They will have some changes that people have pointed out. Thanks for the suggestions and support. I will be sending the idea off to the CSM and see what they think about it. Please help get these ships into the game.
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.12.06 06:23:00 -
[594]
good changes so far, i have no issues atm. got a price range?
Pre Order your Sisters of Eve ship today!!! |

Dhejay Centrix
Caldari The Wailing Doom
|
Posted - 2008.12.06 10:54:00 -
[595]
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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Kweel Nakashyn
Minmatar Brutor tribe
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Posted - 2008.12.06 14:15:00 -
[596]
Originally by: Balor Haliquin MINMATAR Name: Lahar Role Bonus: 99% reduction in CPU cost for warfare link modules Hard points: 8 Turret/0 Launcher
bugged Fetchez la vache !
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Karl Luckner
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Posted - 2008.12.06 20:14:00 -
[597]
Edited by: Karl Luckner on 06/12/2008 20:15:49 Well, I had only a look at the Caldari ships, but I think they suffer from the old problem: Not enough damage and tank to bring them to the battle. Maybe the damage would not be such a big problem, since they could fill a role with those remote ECCM stuff. BUT: for gods sake, a 7th midslot would be way better the this 6th low.
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Balor Haliquin
Amarr
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Posted - 2008.12.07 03:06:00 -
[598]
Kweel, could you please explain what you mean by bugged?
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Balor Haliquin
Amarr
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Posted - 2008.12.07 06:55:00 -
[599]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9000 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 89m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery IV --> Weapon Upgrade IV
Name: Vanquisher Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo explosion velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 1 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8400 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 89m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link III
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Balor Haliquin
Amarr
|
Posted - 2008.12.07 06:57:00 -
[600]
CALDARI Name: Bastion Hull: Rohk Role: Frontline Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret optimal range per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9250 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 50/10/37.5/60 Hull HP: 7250 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Tsunami Hull: Rokh Role: Theater Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 1 Turret/6 Launcher Shield HP: 9250 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 50/10/37.5/60 Hull HP: 7500 Velocity: 89m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link III
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