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Malcofist Falconpunch
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Posted - 2010.02.26 11:40:00 -
[871]
Back to front page. /signed put these in~ :D .
Has CCP responded to this thread yet? 
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Mithfindel
Aseyakone
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Posted - 2010.02.26 12:27:00 -
[872]
As a note, for a "fleet commander" ship - that is, a ship actually used by an FC - the most important bits would likely be survivability, sensor strength, scan resolution and targeting range. Perhaps even something that increases the range of ship scanners. Damage is a secondary thing - the fleet will take care of that.
The purpose of these attributes to be good would be to allow the FC lock a large amount of targets and keep an eye on them to best call the primary. Survivability is a must, because otherwise the opposing fleet sees "ah, potential FC" and kills the ship. As no amount of single ship capability will be enough to keep the thing in one piece, it would likely need, if possible, a bonus the remote repairer amount, perhaps even range. This, I believe, would be quite unique.
So, for Amarr something like an Apocalypse hull with four turrets, T1 bonuses from the Apocalypse. T2 gang bonuses +5 % to remote armour repairer range and repair amount and energy transfer array range and transfer amount. Marauder resistances, but combat recon-style electronics.
Caldari: Raven hull, with four turrets, T1 bonuses +5 % large hybrid turret damage and +10 % large hybrid turret range. T2 gang bonuses +5 % to shield transporter range and remote shield boost amount and energy transfer array range and transfer amount.
Gallente: Megathron, T1 bonuses hybrid tracking and damage. T2 gang bonuses remote armour repair amount & range and tracking link efficiency & range.
Minmatar: Tempest, T1 bonuses projectile range and damage, T2 gang bonuses remote shield boost amount & range and tracking link efficiency & range.
Why the tier 2 hulls? Well, the important thing here is that they look good with smaller amount of turrets, unlike the tier 3's which look like as if something was missing. And we know CCP's M.O., if it looks good, it is good. Alternative would be tier 1's, though I guess at least the Armageddon would again look bad with only four turrets (since the "galley" part has space for five).
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Balor Haliquin
Amarr
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Posted - 2010.02.28 04:35:00 -
[873]
In all honesty im looking at what you prepose and not seeing show they would be a more effective fleet command ship. You are giving them bonuses to remote repair/energy transfer/shield transfer and cutting their guns in half. What is to prevent this ship from sitting in a tower in the system and just giving bonuses? As it stands they will fall apart just as fast as their T1 counterparts. They need a tank bonus to make them harder to kill. Not to mention a hit point boost. I like the remote repair gang bonus but realize that that already exsists in the form of gang warfare modules.
Also note that the tier 2 battleships already have a tech 2 version. Why do they need another one?
That being said im not against a battleships size logistics ship.
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Ogogov
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Posted - 2010.02.28 06:14:00 -
[874]
Yes, let's keep the Hyperions' terribad 7.5% repair bonus because we all know how great an active armor tank is in PVP situations....
Care should be taken to ensure the class doesn't interfere with Marauders as missioning platforms.
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Balor Haliquin
Amarr
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Posted - 2010.02.28 22:15:00 -
[875]
Please note sir that the terrible 7.5% armor rep amount bonus on the Hyperion based ships and the 7.5% shield rep amount bonus on the Maelstrom based ships will be replaced with a 5% bonus to armor resistances and 5% bonus to shield resistances respectively.
A lot of work has gone into making sure these ships are not going to be nearly as good at mission running as the Marauders. Some of the differences include, a smaller damage/rate of fire bonus to reduce the DPS coming out of them. They have the same number of guns as their base hull with no 100% bonus to damage like the Marauders have. This makes them far more cap unstable or ammunition hogs. They have a resistance bonus instead of a rep bonus, while resistances work well for both active and passive tanking, it give the pilot a massive buffer tank rather easily. The Marauders also have a web effectiveness bonus that is simply not seen on the Flagships.
Its a fair worry but there has been a lot of work on the ships to prevent them from becoming Marauder replacement ships. I can not prevent pilots from taking them into missions and using them for PvE though. In the same way I can't prevent pilots from ratting in an armor tanked Widow.
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Bloody2k
Gallente SCHWARZSCHILD. Warped Aggression
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Posted - 2010.03.04 23:41:00 -
[876]
The idea and the large and powerful work of Balor Haliquin is absolutly fascinating! I am starstruck about this great idea and I am of the opinion, that this work is deserving a feedback from CCP!
Einmal mit Profis! |

Ysp Amai
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Posted - 2010.03.07 08:38:00 -
[877]
Okay I'm going over all the suggestions and i am going to put up new versions in the next few days.
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Haxfar Portlaind
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Posted - 2010.03.07 09:16:00 -
[878]
Edited by: Haxfar Portlaind on 07/03/2010 09:15:58 If you have checked the new dev blogs, you'll note that they'll introduce flagships...http://www.eveonline.com/devblog.asp?a=blog&bid=738
Quote: Flagships! "A flagship is the lead ship in a fleet of vessels, a designation given on account of being either the largest, fastest, newest, most heavily armed or, for publicity purposes, the best known. In military terms, it is a ship used by the commanding officer of a group of naval ships."
Flagships are the elite of your tournament team. They are the strongest, toughest, most damaging (and most expensive) ship you can field. Flagships must have a name, and successful flagships can become the stuff of tournament legend. The disadvantageous side of this, though, is that flagships are famous. As a tradeoff for their power, your opponents will know in advance what they are capable of when their setup is advertised for all to see. This raises the question of when you should field your flagship -if at all. Do you use it in the early rounds, and risk losing it? Do you save it for a late game where you may need some extra power? And if you do that, will your opponent predict it and counter it? And will we see some rare battleships fielded as flagships, heralding the return of the most expensive ships in Eve to the tournament? I'm excited just thinking about it.
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Frances Ducoir
Gallente Aliastra
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Posted - 2010.03.07 12:12:00 -
[879]
Edited by: Frances Ducoir on 07/03/2010 12:16:33 Edited by: Frances Ducoir on 07/03/2010 12:13:09 Although not a bad idea, i think the "EW-bonus" on the frontline command ships are not well thought and favour amarr over all other races.
Amarr: 20% bonus to Tracking Link and Tracking Computer effectiveness Caldari: 20% bonus to ECCM and Remote ECCM effectiveness Gallente: 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness Minmatar: 20% bonus to Target Painter effectiveness
So in general Matar get a bonus to their offensive racial EW-type and Gallente / Caldari /Amarr get a bonus to their defensive racial EW-Type.
Either you have to bring them in line to get all an offensive ew bonus, or all should have a defensive ew bonus. Since there is no counter module to the target painter other bonus should be changed to be more offensive too.
Amarr: 20% bonus to Tracking Link and Tracking Computer effectiveness <- would result in an overpowered solopwnmobile. amarr already have the best tracking weapons. second: boosting tracking is more the gallente/matar role (look at oneiros & scimitar). if you look at the guardians bonus f.e., this ship should have some type of capacitor-affecting-modules related bonus (energy vampire/destab and cap transfer effectivity).
Caldari: 20% bonus to ECCM and Remote ECCM effectiveness <- ok, but not as useful as the other races bonuses. should boost ECM burst too (and ecm burst only). ECM burst is underused atm. this would open chances for some nice strategies like smartbombing fleet with ecm bursts, which warp directly into the enemy fleet.
Gallente: 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness <- replace with tracking link/comp bonus.
Minmatar: 20% bonus to Target Painter effectiveness <- maybe add opt range / falloff bonus.
Result could be: Amarr: 15% bonus to Energy Vampire and Energy Transfer Arrey effectiveness Caldari: 20% bonus to ECCM, Remote ECCM and ECM Burst effectiveness Gallente: 20% bonus to Tracking Link and Tracking Computer effectiveness Minmatar: 20% bonus to Target Painter effectiveness, 10% to Target Painter falloff *snip* Signiture remoted because it contained profanity - hutch |

Ysp Amai
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Posted - 2010.03.07 22:25:00 -
[880]
To be fair Amarr actualy have the longest range close quarters weapons system (Blasters, Pulse Lasers, Autocannons) but they have the worst tracking. Their long range guns (Railguns, Beam Lasers, Artillery) have the best tracking and medium range compared to the other guns. Granted I can see how longer range or better tracking Pulse Lasers would be a bit nasty to deal with the bonus to range. But realize that an Apocalypse pilot can reach out farther with the same guns and does not have to use any kind of tracking enhancement. Also note that in order to exploit the benefits of the bonus you would need to put on the module. And the Requiem does not have the large number of highs that would let you have all the other gear that you might want. And I think putting a nos bonus on the ship would make them a bit overpowered when you consider that you can put dead-space nos on the ship and have it reach out to 50km.
I do agree that the Minmatar do get kinda shafted and need to be looked at.
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Ysp Amai
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Posted - 2010.04.21 03:52:00 -
[881]
*Bump* sorry I promised to update the designs, but world war 3 on the main server has hit in full force. They will hopefully be up soon. But until then comment away please.
Changes will be all the Flagships getting resistance bonuses instead of rep bonuses for Gallente and Minmatar. A reduction in the role bonus given to the Frontline command ships. A buff to the Minmatar combat bonuses (ie the range bonuses). Also expect to see new descriptions up for frontline and theater command ships.
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Balor Haliquin
Amarr
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Posted - 2010.04.29 22:07:00 -
[882]
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, 15% 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 - 2010.04.29 22:12:00 -
[883]
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, 15% 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 - 2010.04.29 22:18:00 -
[884]
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, 5% bonus to armor resistances per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 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, 5% bonus to armor resistances 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 - 2010.04.29 22:23:00 -
[885]
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, 5% bonus to shield resistances per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 7.5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% 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, 5% bonus to shield resistances 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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Xtover
Amarr
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Posted - 2010.04.30 03:28:00 -
[886]
Why did you gimp the number of caldari launchers/turrets?
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Tarik Ordway
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Posted - 2010.04.30 04:01:00 -
[887]
Originally by: Balor Haliquin GALLENTE 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, 5% bonus to armor resistances 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
You do realize that by giving them 10% to drone damage, and 125 bandwidth, you're not gimping their DPS at all, while for every single other ship the DPS is lower than the base ship. Either lower the bandwidth to 100, or reduce drone damage like you've done for others and make it either 5% or 7.5%.
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ZiYauRen
Gallente RedShift Limited Sang Do Oligarchic Democracy
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Posted - 2010.04.30 18:46:00 -
[888]
I have been thinking about the 'command ship' concept in EVE for some time and have seen many excellent concepts reagarding this... yours among them. After examining your declared purposes, development scenario, and causus belli (so to speak)... I find myself pondering a fatal flaw in your basic assumptions.
I admire your work and the logic of it but you should abandon the battleship concepts you are currently pursuing. Instead, begin pondering the possibilities regarding T3 versions of your concept in the BC and BS category. Tech three will most likely develop in a fashion that makes your concept ships unviable and redundant in the long term. Therein lies the fatal flaw. These ships will never be developed or seriously considered by CCP because their 'slot' is already taken.
As much as I would like to see some of these concept ships or something like them fly the fact is that if we get this sort of thing it will be in tech three. The fashion in which ship development is proceeding in EVE negates any serious chance that these ships will ever pass beyond the concepts displayed here. That is likely why CCP has never responded here. If they disagree I would love to be set straight by them but doubt that will happen.
Dam good concepts and work though.
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Ysp Amai
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Posted - 2010.05.01 02:49:00 -
[889]
Caldari ships get the highest number of missile launchers for their class. The only other ships that have the same or more then the number of missile slots as the Tsunami are the Raven Navy Issue (faction) State Issue Raven (only 4 of those) and if you count it Golem (Tech 2 mission runner). The only one that is of concern is the Golem. The ship is designed for PvP and thus it should not infringe on the Golem's DPS. That is why the Tsunami gets one more missile launcher, to give it some punch but not become a potential replacement mission runner. The other Caldari flagship, the Bastion, has the issue of needing a DPS nerf but has no DPS bonus from which it can be achieved easily. Therefor the removal of a turret does the job.
The nerf that the Artimus has is a bit more complex. Yes it can drop a full wing of heavy drones or sentry drones. But it has limited capacity for guns. This means 2 things; you can strip the ship of drones and thus half of its DPS, and you are inherantly limited by the range of the drones. Anything less then a 10% bonus to drone hit points and damage would make the ship something of an anathema.
The idea of a T3 Battleship has been floated in here before. But there are several issues with this. The Flagships are hyper specific as tho their role and concept. The Strategic Battleships are by nature overly versitle. The very concept of the Strategic Battleship is rather alien to these ships. I would love to see them in game. But these ships are designed entirely around the T2 concept of ship design.
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ZiYauRen
Gallente RedShift Limited Sang Do Oligarchic Democracy
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Posted - 2010.05.01 12:06:00 -
[890]
Originally by: Ysp Amai
The idea of a T3 Battleship has been floated in here before. But there are several issues with this. The Flagships are hyper specific as tho their role and concept. The Strategic Battleships are by nature overly versitle. The very concept of the Strategic Battleship is rather alien to these ships. I would love to see them in game. But these ships are designed entirely around the T2 concept of ship design.
None of that rebutts the assumption that a new line of t2 ships is a line of development no longer under consideration. I used the word 'if' not because I think you will see these in t3 but because it is probably the only way you will ever see them. Which as I implied/said... is unlikely.
My point was simply that the time would be better spent on something possible, however unlikely. It has nothing to do with the quality of the concept or the ships presented. They are great... but will never happen.
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Balor Haliquin
Amarr
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Posted - 2010.05.01 19:47:00 -
[891]
Ahh, I misunderstood you. I often ask myself why I bother with keeping up and updating. But I suppose its in the vain hope that this idea will make it into the game.
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Balor Haliquin
Amarr
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Posted - 2010.06.16 23:09:00 -
[892]
*bump* comments please
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Kethry Avenger
PIE Inc.
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Posted - 2010.06.16 23:45:00 -
[893]
Still support this idea. Especially as fleet fights get larger and larger, and T3 ships can support tanks of close to 1,000,000 HP. No reason not to have a fleet support ship that isn't a Titan.
Also I just want my Khanid Battleship.
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Minkert
Caldari Firebird Squadron
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Posted - 2010.06.17 01:15:00 -
[894]
√√
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LaVoi
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Posted - 2010.07.12 06:06:00 -
[895]
*activates Necro lazers* What? Wtb Flagships in game!

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Reais
Minmatar Lynx Frontier Inc.
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Posted - 2010.07.12 07:59:00 -
[896]
Originally by: Balor Haliquin this was exactly my intention, they are tough, but not imortal. As far as DPS they are about 15% better then standard Battleship and about 10% more than a Command Ship.
I was going to try and do all the skill requirements for all of the ships but as it took me about 6 hours of calculating all the stats based off of the Battle Cruiser to Command Ship leap. And doing that for all the races plus balancing bonuses . I decided to just do basic skills that prity much all of the Heavy Command Ships would need. I'll have the full skill requirements that i can come up with as soon as i have free time.
Thanks for the complement on the names. The only one im not happy with is the Minmatar fleet ship, the Halbred just does not seem to do it justice.. was gonna call it the Standard, as in Battle Standard. But alass i went with Halbred for some reason.
"Only" a 15% bonus in DPS over Standard BS. This goes against your whole idea of "less damage, more tank & uber command skills"
I think they should do at least 15% less dps than Standard BSs of their base, and have superior tanks to help withstand sustained fire. (Stay alive, let the mates do the killing and help them stay alive)
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1600 RT
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Posted - 2010.07.12 08:07:00 -
[897]
i think the caldari combat flagship with 7 launchers and 2 bonus to dps would be a bit OP, the raven already do a lot of dps with only 6 launcher and 1 bonus. expecially when the other combat ships are getting a bit nerfed changing their dps bonus from 5% to 3%
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Reais
Minmatar Lynx Frontier Inc.
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Posted - 2010.07.12 08:07:00 -
[898]
Originally by: Rjaiajik Kajvoril Not really. It's powerful compared to other ships however when you consider you need a level of skill approaching that of a capital ship to pilot it it's really not that powerful when you really think about it.
Look at a dread or carrier, they have hundreds of thousands of HP where as the average battleship has what about 8 thousand... that's without tanking at all. If you can justify something with the "health" (for lack of a better word) of more than 200 battleships then you should be able to justify this ship for a very similar level of skill training.
My chars are about as skilled as they come... so yea, it sure would be nice if I could be all exclusive and justify having a gankmobile that is better in every single way than any ship in the BS class than can be fielded by anyone with less cash and SP than me. But in the interest of having a game that is playable and has some rock-paper-scissors to it: This ship is OVERPOWERED. It should not be better than a BS on its own. Its a fleet command ship - the only time it should be better is when its doing its thing within a fleet.
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Reais
Minmatar Lynx Frontier Inc.
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Posted - 2010.07.12 08:36:00 -
[899]
Originally by: Balor Haliquin In all honesty im looking at what you prepose and not seeing show they would be a more effective fleet command ship. You are giving them bonuses to remote repair/energy transfer/shield transfer and cutting their guns in half. What is to prevent this ship from sitting in a tower in the system and just giving bonuses? As it stands they will fall apart just as fast as their T1 counterparts. They need a tank bonus to make them harder to kill. Not to mention a hit point boost. I like the remote repair gang bonus but realize that that already exsists in the form of gang warfare modules.
Also note that the tier 2 battleships already have a tech 2 version. Why do they need another one?
That being said im not against a battleships size logistics ship.
Perhaps we should look at the remote rep bonus in a different light. How about - to provide added survivability to the Flagship, you make it so it gets bonuses to the amount of repair it RECIEVES from remote reping.
I think this would make it more survivable - but only in a really small niche... I don't really like it all and all, but its just an idea to add to the dialogue.
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Balor Haliquin
Amarr
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Posted - 2010.07.21 23:06:00 -
[900]
Sorry for the long absence on this page. There has been the small issue of a war going on and real life.
I think you misunderstand what I meant by 15% over the standard battleship. The standard battleships for tier 3 with a damage bonus get 5% per level. With battleships at level 5 that means a 25% bonus. With flagships, the ship gets a 3% bonus to damage. This means at level 5, the ships gets a 15% bonus. This make the ship have 10% less DPS. Also considering the more constrained fitting stats to work with. Yes you get an extra slot but with less CPU and PG. This means that it is harder to fit that extra Heat Sink or Gyrostabilizer. Considering the Command Ship is easily at the level of a battleship, I think that the flagship is not even approching the level of damage or tank of a capital. In fact I think there are some faction ships that could easily solo kill a flagship.
Okay I can see how the bonus to kinetic damage plus the rate if fire bonus is easily catching and passing the raven even if it is only with one damage type. I'll reduce the kinetic damage bonus to 3% per level or change it all together.
I am not sure that a bonus to amount repaired to ship would be feasible. I seem to remember an idea for a similar bonus and a dev commenting that the game simply does not work that way. In big fleet combat its always about static HP. The super self repairing ships just die too fast. The Hyperion almost never shows its face in numbers due to the inability to properly buffer tank it and have good DPS output.
I want the ships to be a brick wall of hit points but not impossible to burn through. By the best math I can do without the aid of EFT or other such programs, a Requiem could manage 875 DPS with drones and have about 250,000 effective HP with Tech 2 modules. But the fitting seems to be rather tight. That goes up against an Abaddon with 1080 DPS and 157,000 effective hit points for 1/5th the cost. Both have the same range and about the same mobility. If both ships engaged each other, all things being equile, the Abaddon would die but the Requiem would be in structure.
Keep up the input, ill try and change what I can and incorperate what I can to keep the idea rolling.
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