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Thread Statistics | Show CCP posts - 1 post(s) |
Jenna Fenlay
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Posted - 2010.07.24 23:14:00 -
[901]
So I read a few posts, then my eyes began to hurt. I apologize if my idea has already been posted.
I have a character trained to use as many command modules as a command ship can hold. That effectively means that my command ship will not see front-line action. I haven't been in a command role in a mega fleet fight yet, but I imagine that I would be hiding somewhere in space, warping around safe spots while passively giving everyone bonuses.
Why not have a whole new take on the flagship and instead of hiding in the back throwing out bonuses, the pilot can actually take the role of a flagship captain. In the same vein of Planetary Interaction, add a new interface to combat. Perhaps some kind of overlay that would allow the flagship captain to monitor the front-lines from his/her little hill. Some kind of game mechanic or drone or a link to another ship would allow this person to become master of the battlefield. Maybe the flagship can specifically target a few allied ships and give massive temporary bonuses to them.
Another of my ideas is to have fighter-sized logistic drones (for the warp drive). Carrier pilots can then assign them to the flagship which in turn can remotely heal other ships. Something else that comes to mind as I type is to have the flagship be able to mark way-points in space near the battle and give commands like "snipers set up position here" or "interdictors, fall back and await my signal".
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Balor Haliquin
Amarr
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Posted - 2010.07.26 03:40:00 -
[902]
It has been my experience that Command Ships rarely if ever stay back from the main group and just give bonuses. In the end the vast majority of Command Ship pilot, myself included, fly the ship into combat because in the end its another ship that can put DPS on target and we are all massive kill mail *****. So the idea of command ships sitting at a safe tower some where seems to me to be the exception rather then the rule. In addition it should be said that the number of Command Ships leaving station and going into combat with nothing but tank and gank is far more common then Command Ships leaving station with warfare links and being put into gang position. This is what I would expect to see with the Flagships. Mostly people taking them out to go ganking with little concern about the fleet bonuses.
In that frame of mind, the ships would need to be significantly more geared towards the fleet bonuses. This is why all the ships have a stock fleet bonus that does not require any modules. In the same light, the ships don't nearly have the same level of upgrade that the Command Ships have. In fact the Command ships will be a lot faster and far more easy to maneuver then the Flagships due to size and mass. There was a lot of people over the course of the forums that pointed out how the original designs would overshadow the Command Ships. So a lot of nerfing took place to make them far more palatable and far less overpowered.
The idea of a new style of command infrastructure has been suggested before. However I think that is a change that should be put into the game through the fleet manager. I do not think that the Flagship, given current game mechanics, be able to apply such mechanic. As for making way points in space, well that is the job of a good covert ops pilot and or interceptor pilot making off grid bookmarked location. Its not easy but its a very quick and simple way to do it. A good fleet commander would make sure to have those book marks ready to go.
Good thinking, keep the ideas rolling in.
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Balor Haliquin
Amarr
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Posted - 2010.09.22 18:45:00 -
[903]
*bump*
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Malcofist Falconpunch
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Posted - 2010.10.28 13:25:00 -
[904]
Posting something that contributes. Which is a bump.
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Ogogov
Gallente Test Alliance Please Ignore
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Posted - 2010.10.28 16:23:00 -
[905]
A falloff bonus for Blasters - really??
Change to optimal range bonus.
Also info warfare link bonus is terrible and ought to be a Caldari bonus if anything (since, you know... Caldari ships a la Scorpion and Falcon actually use EWAR) but I suppose one faction has to get the stinker either way.
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Insane Randomness
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Posted - 2010.12.23 03:32:00 -
[906]
Bump, cause of epicness...
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Alvin Exe
Corporation.exe
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Posted - 2010.12.23 16:00:00 -
[907]
Bump of a cool and constructive thread.
Also, supporting.
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Balor Haliquin
Amarr
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Posted - 2010.12.27 20:59:00 -
[908]
I have to agree with the irony of having Caldari ships use ECM yet in order to get a fleet bonus they have to use Gallente ships. I bit of an irony to say the least. As for the blaster bonuses, I'm only doing them that way because of presidence. All of the other Gallente ships that provide a bonus seem to do it with falloff. I could have overlooked something.
Thanks for the bumping of this thread. Sorry I have been rather busy lately and have not had tome to contribute to this thread. I will try and do some revisions when I have free time.
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Balor Haliquin
Amarr
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Posted - 2011.01.08 05:40:00 -
[909]
After looking things over i have noted that the Tsunami is the only ship in the group that gets 2x Damage bonuses. This was pointed out to me before but i failed to see it. Expect this to change soon. Probably 5% bonus to to Explosion Velocity of Cruise Missiles and Torpedos per level. I was thinking about a range bonus but I'm not sure right now. |
Glyken Touchon
Independent Alchemists
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Posted - 2011.01.08 11:19:00 -
[910]
here's a bonus you may want to consider:- effectiveness of remote sensor boosters.
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Bill Serkoff2
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Posted - 2011.01.08 20:29:00 -
[911]
I like all of these, specially the black, torp-spewing Abaddon. I approve of this thread.
Also, give the Minmatar missile ship cruise bonuses instead of torp? Maels tend to fit arties, which are long-range, lik cruises.
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Balor Haliquin
Amarr
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Posted - 2011.01.09 05:22:00 -
[912]
Remote Sensor Boosting bonus has been given to the Gallente. It matches their race better.
I'm not entirely sure why I would give a missile bonus to a Minmatar gun boat. As far as I know the Minmatar completely lack a missile battleship. Well as in one that is designed around missiles.
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Krystal Flores
Amarr Sinister Elite Supremacy.
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Posted - 2011.01.11 01:26:00 -
[913]
I cant seem to think of anything cooler than a black, torp-spewing Abaddon, i dont think i can, its just that cool.
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Bill Serkoff2
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Posted - 2011.01.11 01:45:00 -
[914]
Edited by: Bill Serkoff2 on 11/01/2011 01:46:41 Bamp.
Originally by: Balor Haliquin Remote Sensor Boosting bonus has been given to the Gallente. It matches their race better.
I'm not entirely sure why I would give a missile bonus to a Minmatar gun boat. As far as I know the Minmatar completely lack a missile battleship. Well as in one that is designed around missiles.
Oh, whoops, I thought each race had a missiles flagship and a turret flagship. Btw, Minmatar should have a missiles flagship.
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Balor Haliquin
Amarr
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Posted - 2011.01.11 17:49:00 -
[915]
Well for only two races it makes sense to give them dedicated missile boats. Amarr have the Khanid ships which were all turned into some form of missile boat about 3 years ago. So hence the Amarr having one. The Caldari are based around missiles and in a sense the rail boats are the odd ships in their fleet. None the less any Ishukone ship is now always a rail boat, and any Kaalakiota boat is always a missile thrower. The Gallente don't have a missile boat, instead they have a Drone boat in the form of the ship from CreoDron. Finally we come to the Minmatar. I have been trying to figure out what the differences are between the three developers in the Minmatar Republic. But it really comes down to you have a choice of an Artillery ship, a Autocannon ship, or an Artillery ship. They really don't have a dedicated missile boat, but they have a few split weapon system ships (IE even missiles and turrets). But in the end all the T2 Minmatar ships tend to favor guns over missiles.
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Bill Serkoff2
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Posted - 2011.01.11 20:29:00 -
[916]
Well then since the Amarr boat is torps, then the Caldari boat should be cruiser specialized, right?
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Balor Haliquin
Amarr
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Posted - 2011.01.13 16:44:00 -
[917]
After going through and look at the bonuses Caldari tech 2 ships tend to get for missile boats, they do not seem to specify as specifically as Khanid ships. Khanid ships tend to really focus on on specific missile system, while Caldari ships tend to focus on a class of missiles. So allowing the Caldari a bonus to all of the battleship class missiles (Cruise Missiles and Torpedos) seems to be will within line.
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Ysp Amai
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Posted - 2011.03.29 22:48:00 -
[918]
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 - 2011.03.29 22:51:00 -
[919]
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 missile Explosion Velocity 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 - 2011.03.29 22:53:00 -
[920]
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 - 2011.03.29 22:55:00 -
[921]
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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Killiades
Caldari Macabre Votum Morsus Mihi
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Posted - 2011.04.10 22:45:00 -
[922]
good ideas mate, has my vote...
hope to see these introduced dude!
keep it up Offendo sicco procul qui peto praelior vobis per ferocia of mille proeliator , illi mos non tribuo vos subterlabor |
Andski
GoonWaffe Goonswarm Federation
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Posted - 2011.04.11 13:09:00 -
[923]
Love your idea, but "Tsunami" doesn't sound like a Caldari hull name.
In general, Caldari ships are named after creatures (real and mythical), Gallente ship names are from mythology (especially Greek), Amarr ship names are of biblical origin, and Minmatar ship names are all over the map (animals, weapons, Nordic mythology, ~violence~)
Tsunami would sound more like a Minmatar ship, to be honest. Something like "Shahrokh" would be more fitting.
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Balor Haliquin
Amarr
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Posted - 2011.04.13 19:23:00 -
[924]
You do have a point about the name. I was more going for more the Japanese theme more then anything. Suggestions are welcome.
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ilammy
Red Alliance
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Posted - 2011.04.13 19:53:00 -
[925]
Edited by: ilammy on 13/04/2011 19:53:51
Originally by: Andski In general, Caldari ships are named after creatures (real and mythical)
And mostly birds, or anything else with wings.
How 'bout Ostrich? ───────────────── <3 logistics |
Yulinki Atavuli
Minmatar GZS-R Minmatar Fleet
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Posted - 2011.04.13 21:02:00 -
[926]
Originally by: Balor Haliquin Edited by: Balor Haliquin on 21/04/2008 16:03:43 Flagship Flagships are designed for use in large fleet combat situations as the central command vessel for the fleet in a system. They depend on their massive defenses to make sure that they stay in the fight and support the fleet for as long as possible. Ships of these types are expensive to field but give a fleet unprecedented tactical advantage. These ships are the pride of any navy in the field.
Isn't a titan, carrier or a logistics ship a "flagship"?
really any of these could be used for one, and fits your "definition" quite well. they all have high EHP and used for supporting the fleet in multiple ways.
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DrysonBennington
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Posted - 2011.04.14 02:05:00 -
[927]
Titans, Carriers and Dreds are all Flagships. But none of these class of ships can be used in High Sector. Any design for a real Flagship should be able to be used in High Sector. The design should revolve around a ship able to fight if necessary while being able to defend itself while on solo operations and provide logistical support when in fleet manuever's.
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Balor Haliquin
Amarr
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Posted - 2011.04.28 04:15:00 -
[928]
It should be noted that I stated before that "Flagship" just happened to be the most catchy name that came up with for the class. it is an attempt to describe the class and what it is intended for. The first name that these ships had was "Heavy Command Ship" but I felt that it sounded a bit campy. Granted that name fits in with the conventional way things are done (Assault Ships becomes a Heavy Assault Ship, Interdictor becomes a Heavy Interdictor) but that pattern has been changed with some more recent expansions (Electronic Attack Ship becomes Recon Ship) and some other examples. It just makes it more complex.
The entire concept of the Flagship is to provide unique fleet bonuses along with warfare link capabilities, to fleets that are either incapable of gaining support from a titan or other capital due to many reasons. Some of the reasons are rather simple. Shelling out the isk for a titan that is married to a pilot and can never tread into high sec is one major issue. Another is that capitals are rather hard to move and require a lot of preperation to move them. Allowing a ship to be with the sub capital fleet providing a bonus that is near the calibure of a titan would really help sub capital fleets out.
However, they are clearly going to be easy targets with smaller and faster fleets. And they are going to be bullet magnets. So you gain a lot but you risk a lot.
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Bonn Marto
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Posted - 2011.05.16 22:47:00 -
[929]
Edited by: Bonn Marto on 16/05/2011 22:47:29 Holy ****! I had, like, this EXACT same idea. Not quite, but ... damn. Really effing close. I think it's a sign from the cosmos or something. Hey CCP: it might be time to implement T2 tier 3 BSs with command link bonuses and call them Flagships.
I'd love to hear what you think of mine.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1504578
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