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

Haxfar Portlaind
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Posted - 2009.09.18 09:06:00 -
[811]
hmm, when did caldari use storm names for their ships?
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Malefectra
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Posted - 2009.09.18 09:40:00 -
[812]
Bump for the bump god Mal, bad, from the Latin... River Tam (Firefly)
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Balor Haliquin
Amarr
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Posted - 2009.09.26 13:14:00 -
[813]
While the tech 3 is a fasinating and could be very good for a battleship. These ships are more designed around the concept for the tech two system. As in these are designed to have the restrictions and limitations. I'm more interested to see what CCP has in store for the Strategic Battleships.
Tsunami is not a storm. Its the Japanese name for a large title wave.
The skills are a little on the exsesive side. As the new skill requirements are looking you can expect to see a 60 day reduction in the skill times for the ablity to fly the ship. As t is now you are looking at 160 day at the minimum. That might get a little smaller then that. But to put it in perspective, going for a Marauder is a a 140 day skill plan asuming that you have very good atributes and learning skills.
Ill be posting new ships that will include minor changes to stats and new skill plans some time soon.
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Dr Therikal
Gallente Center for Advanced Studies
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Posted - 2009.09.30 22:19:00 -
[814]
Originally by: Balor Haliquin
Ill be posting new ships that will include minor changes to stats and new skill plans some time soon.
I look forward to this, and I wanted to congratulate you on fleshing out such a great idea with so much detail. There is very, very little potential to turn these into solopwn mobiles, as they've been de-toothed. I think they need to have the toughest tanks in the sub-capital class, because they NEED to survive. This doesn't make them overpowered in any way. All it needs to do is force the opposing gang to take out the other ships, rather than wasting their time chipping away at the Flagship.
As a long-suffering FC, and a frequent flyer of Command Ships, I really adore this idea. And you. <3 --------------------------------- But courage which goes against military expediency is stupidity, or, if it is insisted upon by a commander, irresponsibility. -Erwin Rommel |

Balor Haliquin
Amarr
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Posted - 2009.10.02 06:23:00 -
[815]
As it stands these ships could have passive tanks in the 500,000 effective hit point range. And I'm sure the Caldari versions could fit a very mean passive shield tank that would make most people grown. That being said their damage output is rather low for their size and you would have to make a choice between the super tank and reasonable gank.
Ohh here are the changes I made to the latest ones.
The skill requirements for the ships have been changed to reduce the overall skill time needed to fly them. The frontline command ship went from 220 day to 150, the theater command ship is around 160 days, so no real change for the latter.
The Tsunami got a CPU boost to allow it to better fulfill its role and still be able to tank.
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Balor Haliquin
Amarr
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Posted - 2009.10.02 06:28:00 -
[816]
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: 9300 Armor Resistances: 50/35/37.5/35 Hull HP: 8200 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
Prerequisite Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
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: 7650 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8600 Armor Resistances: 50/35/37.5/35 Hull HP: 8100 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: 8 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Prerequisite Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
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Posted - 2009.10.02 06:34:00 -
[817]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline 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, 5% bonus to Kinetic Missile 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 / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 825 Hard points: 0 Turret/7 Launcher Shield HP: 9550 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6600 Armor Resistances: 50/10/37.5/60 Hull HP: 7700 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
Prerequisite Skills Primary Skill Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V (1) -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Bastion Hull: Rohk Role: Theater 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 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 / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9550 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6950 Armor Resistances: 50/10/37.5/60 Hull HP: 7350 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: 8 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Prerequisite Skills Primary Skills Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
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Posted - 2009.10.02 06:39:00 -
[818]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Roden Shipyards Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.
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: 7100 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8550 Armor Resistances: 50/10/50/47.5 Hull HP: 9200 Velocity: 110m/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
Prerequisite Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V (1) -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
Name: Artemis 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/1 Launcher Shield HP: 7100 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8800 Armor Resistances: 50/10/50/47.5 Hull HP: 8950 Velocity: 110m/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: 8 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Prerequisite Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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Balor Haliquin
Amarr
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Posted - 2009.10.02 06:45:00 -
[819]
MINMATAR Name: Lahar 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: 8400 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7750 Armor Resistances: 75/10/25/35 Hull HP: 7200 Velocity: 94m/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
Prerequisite Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V (1) -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapon Upgrades IV --> Weapon Upgrades V -> Wing Commander IV --> Leadership V
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: 5% 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: 6 Turret/1 Launcher Shield HP: 8400 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7750 Armor Resistances: 75/10/25/35 Hull HP: 7200 Velocity: 94m/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: 8 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Prerequisite Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Warfare Link Specialist IV --> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V -> Fleet Commander I --> Wing Commander V ---> Leadership V
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MukkBarovian
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Posted - 2009.10.02 07:32:00 -
[820]
I would fly a battleship with a gangmod. I would begin to have problems because I would **** in my pants whenever I started EvE up.
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Balor Haliquin
Amarr
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Posted - 2009.10.02 19:07:00 -
[821]
The Theater Command Ships do have the utility high slot avalible. The Frontline Command Ships are a bit more combat oriented, so they are allowed to fit a full rack of weapons.
The reason for the lower then standard T2 resistances is that it is a very real possibility that ships with such high resistances to start could end up with gigantic buffer tanks or impossible for a small gang to bread passive shield tanks. Also they are fallowing the presedent set by the Marauder and Black-Ops ships.
The reason for the lower DPS is to prevent them from completely out classing the Marauders. The marauders can do more DPS for longer, the Flagships tank harder.
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Balor Haliquin
Amarr
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Posted - 2009.10.21 18:04:00 -
[822]
** BUMP **
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Clydar Dramos
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Posted - 2009.10.22 11:59:00 -
[823]
Has there been any word/contact from CCP regarding this idea?
P.s.: it is awesome btw.
o/
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Balor Haliquin
Amarr
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Posted - 2009.10.23 07:33:00 -
[824]
Yes some one has been on from CCP about this thread. But they said next to nothing about it. I would rather like it if they desided to pop into this for thread and see what progress had been made. That being said I doubt that this ship would make it into their development cycle for a good long while. This is of course assuming that they ever read the threads in this forum from time to time.
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Cpt AngelNova
Amarr Curatores Veritatis Alliance
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Posted - 2009.10.23 13:15:00 -
[825]
I support this Idea good work Balor 
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Balor Haliquin
Amarr
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Posted - 2009.10.24 17:33:00 -
[826]
Thanks, i had a lot of help from the people who posted. Please let your friends know to check the idea out, and hopefully someone knows a member of the CSM.
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Jugon
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Posted - 2009.10.24 18:18:00 -
[827]
The Galente -> Artemis , should be Dominix Hull based , rather than another Hyperion Hull Base.
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Balor Haliquin
Amarr
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Posted - 2009.10.25 00:17:00 -
[828]
I understand the feeling of "Well the Dominix is a drone boat so it should be based on that hull". But there are several points against this idea. First is the fact that there already is a T2 Dominix drone boat (Sin). And to make a second one would only muddy the waters and possibly make one of the new Dominix completely useless in they eyes of PvPers. Second is that, besides the Heavy Assault Ships, there is no presidence for T2 ships to be spread around multiple hulls. So if we are going to use the Hyperion hull, then we need to stick with it. Third and final is the fact that because of how the ship tiers work the Dominix hull would end up having less firepower and hit points then the hyperion version. Thus cursing the ship to a rather small corner of peoples ship hanger. All three thing are item which I would like to avoid.
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Balor Haliquin
Amarr
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Posted - 2009.11.25 21:18:00 -
[829]
There is a debate in my mind on if it is a good idea to change the ship bonuses ion the Gallente and Minmatar from active tank bonuses to passive tank bonuses like the Phobos and Broadsword do. I like the idea that the Gallente and Minmatar versions are more high sec oriented (Small gangs with active tanks or spider tanks) while the Amarr and Caldari are more null sec oriented (huger buffer tanks). That being said, there is nothing to prevent you from buffer tanking the Gallente and Minmatar ones and active tanking the Amarr and Caldari. They would be a bit less effective in those functions I would imagine. But I am working on the pros and cons.
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Sepheir Sepheron
Caldari
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Posted - 2009.11.25 22:36:00 -
[830]
Edited by: Sepheir Sepheron on 25/11/2009 22:36:51 Edit: Whoops didn't fully read :>
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Balor Haliquin
Amarr
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Posted - 2009.11.26 00:12:00 -
[831]
Damn, now i am wondering what you put in there.
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Markus Reese
Caldari Lorentzian Expeditionaries
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Posted - 2009.11.26 01:26:00 -
[832]
Hmm... what about a new type of ganglinks. One that support and improve logistical types of gear. Say one that boosts tracking computer/link effectiveness. Sensor boosters, ECCM, etc. Oooh, those would be cool new modules.... A few non racial ones in other words for the ship bonus one. This way there is only the one new category to train for. Uplink ganglinks or something.
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Balor Haliquin
Amarr
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Posted - 2009.11.26 07:39:00 -
[833]
I was working at one point at alternative warfare link modules. But i could never get the idea to work out with skill requirements and bonuses. But i was thinking about drone, alternative ecm/eccm, and others. But the idea never jelled enough for me to put it out there. As they sit though, these ships are designed to work with the modules currently in the game.
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Kanatta Jing
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Posted - 2009.11.26 10:19:00 -
[834]
Black Ops have abilities unique to the game.
A T2 Battleship could well warrant similar benefit.
Like a fancy Command Mod that increased the damage of racial weapon system by 2% per level for the fleet.
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Black Bird1000
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Posted - 2009.11.26 12:19:00 -
[835]
If you want to use it in fleets shield boost boni or armor rep boni are utterly fail.
Instead use Resistance boni for all ships, and it would be probably better to restrict the damage even more, so remove the dmg bonis and add more tank (boni to hp maybe?) In case of the Theater BS maybe even reduce the turret slots by 50%.
Then they would be truly ships made for fleet boni and not for fighting.
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Balor Haliquin
Amarr
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Posted - 2009.11.26 23:57:00 -
[836]
Yah I have looked into a massive turret reduction but i don't like forcing the the pilot into a single fit that works. I like the option of letting pilots experiment with the ships. As it stands the arguments for resistance bonuses are better then the draw backs. Resistance are always on, and you have to fit an active tank to get the bonus from the rep amount. I'll look for a few more changes to make before I put out a newer version.
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Balor Haliquin
Amarr
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Posted - 2009.12.10 22:12:00 -
[837]
Still working on more changes. Dominion might have opened up some more posabilities for bonuses and roles. But the riggers of the expansion have distracted me.
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Rosur
Gallente Heroes.
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Posted - 2009.12.10 22:26:00 -
[838]
Pointing out that with the Gallente Athena you are useing Roden Shipyards as the ship manufacture yet you have no missile slots on the ship. Roden Shipyards prefers missiles... Though red hyperion would be cool to have.

Please resize your sig to less than 24000 bytes - Mitnal |

Balor Haliquin
Amarr
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Posted - 2009.12.11 20:27:00 -
[839]
I belive there are some of the Roden Shipyards ships that do not fallow the missile concept. But much like the Catham group for the Amarr. It seems to be general rule rather then a mandate. That being said, would you prefer an all guns command ships or a mix of guns and missiles but neither being able to fill the highs.
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Eurzadahn
Gallente Tenichigo Kaigun
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Posted - 2009.12.11 22:37:00 -
[840]
I have to say I think this could be a beautiful step in advancing the Command Class and the battleship as a whole.
Pardon me if I missed it (reading through 29 pages I may of forgotten) what would this do to the Commandship? I assume that class would be reduced to more of a roaming moderate sized gang as opposed to a large war fleet? My apologies if I missed it. ---------------------------------------------
Eurzadahn
Sovereign & Founder, Tenichigo Kaigun
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