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Balor Haliquin
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Posted - 2007.12.21 19:05:00 -
[91]
GALLENTE Name: Athena Hull: Hyperion Role: Fleet Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 2% bonus to Large Hybrid Turret tracking speed per level, 5% bonus to Large Hybrid Turret falloff per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Information Warfare Link module effectiveness
Fitting slots: 8/5/7/2 Power Grid: 15650 CPU: 590 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Fleet 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: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: +25m/3 to drone bay size per level, 3% bonus to Information Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 15650 CPU: 590 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 125 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link V
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Balor Haliquin
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Posted - 2007.12.21 19:06:00 -
[92]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Fleet 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: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to Large Projectile Turret damage per level, 5% bonus to Large Projectile Turret falloff per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Skirmish Warfare Link module effectiveness
Fitting slots: 8/6/6/2 Power Grid: 20900 CPU: 630 Hard points: 8 Turret/2 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery III --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Fleet 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 arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 7.5% bonus to Large Projectile Turret tracking velocity per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/7/5/2 Power Grid: 20900 CPU: 630 Hard points: 7 Turret/3 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link V
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.22 15:29:00 -
[93]
I still think the Flagship bonus shouldn't be a combat bonus, having bonuses to any weapon type makes them too solo capable. I say give them a more supportive bonus or a tanking bonus as their flagship bonus. So people won't use them for what Marauders are supposed to be used for now.
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.23 12:58:00 -
[94]
Just bumping this topic, making sure it doesn't get lost in the obscurity.
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Lita F
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Posted - 2007.12.23 13:02:00 -
[95]
No more shield boost bonus to matar k thnx bye. (maelstorm is kinda meh ship anyway and i hope that someday it actually gets resistance / anything else bonus than shield boost)
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BiggestT
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Posted - 2007.12.23 13:08:00 -
[96]
Edited by: BiggestT on 23/12/2007 13:12:47 a Originally by: Balor Haliquin CALDARI Name: Tsunami Hull: Rokh Role: Fleet 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 Cruise Missle velocity per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to Cruise Missle Launcher rate of fire per level, 2% bonus to Capacitor Capacity per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Siege Warfare Link module effectiveness
Fitting slots: 8/7/5/2 Power Grid: 14900 CPU: 770 Hard points: 3 Turret/6 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 115m/s Drone Bay: 50m^3 Drone Bandwidth: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oni Hull: Rohk Role: Fleet 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 Large Hybrid Turret damage per level, 3% bonus to Siege Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 14900 CPU: 770 Hard points: 7 Turret/3 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link V
Yeah those bonus's are better, lol i trolled with out looking at balor's better version of the caldari flagship, so i edited this message mmk. Definately use this for cal, rails wld be too non-cal
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Nemtar Nataal
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Posted - 2007.12.23 14:28:00 -
[97]
Originally by: Rjaiajik Kajvoril I still think the Flagship bonus shouldn't be a combat bonus, having bonuses to any weapon type makes them too solo capable. I say give them a more supportive bonus or a tanking bonus as their flagship bonus. So people won't use them for what Marauders are supposed to be used for now.
I totally agree if you intend to make this a fleet flag ship the dammage bonus is not the place to focus. It would be defensive bonuses as you want the bonus avalible for as long as posible. So extended tanking or resistance bonuses. At the same time if you want people to put more thought into boosting gangs giving this ships 8 high slots and allow people to fit all 8 with guns/launchers is a really bad idear. This ships should not have that big of a dammage potential. I would suggest removing 30-40% of the turret/launcher hartpoints to force people to fit the gang modules as this is the intended use of the ship. Honestly with this ships current configuration they look more like high powered fleet battleships then a battleship size commandship.
One more thought. Wount this ship type make the commandships redundend? although fare more expendible...
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.23 15:42:00 -
[98]
It probably would make the command ship redundant if the flagship was done as intended however this would make fleet combat more interesting as it would make the market value of the ships drop, this means more people would jump at the chance to grab one because let's face it, a tech two ship is always wanted.
I think it will be interesting to see how the changes would effect the market. I do think my suggestions for bonuses are much more suited and I agree that you should drop probably 2 of the turret/launcher hardpoints.
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Balor Haliquin
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Posted - 2007.12.23 21:24:00 -
[99]
I actualy have been thinking about removing one of the damage bonuses on the ships for a fleet bonus. Right now I'm trying to get the whole concept evened out in my brain, so expect there to be a new set of stats. Basicaly give the ships something like 3% bonus to Capacitor Recharge rate to all ships in the fleet under the flagships command. Basicely have the bonus effect only the ships directly under the flagship. Per the usual way bonuses work in fleets, or at least thats how i think they work. Let me know what you think.
Amarr = 3% bonus to fleet Capacitor Recharge rate per level Caldari = 3% bonus to fleet Shield Recharge rate per level Gallente = 3% bonus to fleet Armor Hit Points per level Minmatar = 3% bonus to fleet Ship Speed per level
These bonuses would be under the Flagship Bonus section and replace one of the damage boosters.
By the way, thanks for keeping this forum string alive.
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.23 23:25:00 -
[100]
Amarr = 3% bonus to fleet Armor Hit Points rate per level Caldari = 3% bonus to fleet Shield Recharge rate per level Gallente = 3% reduction to fleet Signature Radius per level Minmatar = 3% bonus to fleet Ship Speed per level
I think this would make more sense personally. Amarr are supposed to be the best armour producers in the universe after all. It's definately a much better idea though. RickRoll Avoidance Trolling EVE Knowledge |

Balor Haliquin
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Posted - 2007.12.23 23:42:00 -
[101]
Actualy if you look at it, i got these stats from the logistics ships and the titans. And as far as that goes this fallows the races very closely. Thats why i did it the way i did. I agree that the Amarr should get the armor bonus. But copnsidering the capacitor use of most Amarr ships, the cap recharge makes more sense for the group. Also consider that Amarr ships get the bonus to Armor Warfare Link modules. Thus they are better tankers than any other race. This would only make the Amarr more survivable.
Secondly, the reduction in the Gallente signiture radius is not consitant with that races bonuses.
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.24 00:25:00 -
[102]
True, the signature radius doesn't quite fit, I was trying to come up with something balanced.
I suppose it does fit to have cap recharge for Amarr but it means Gellente become the Armour tankers... it's irritating. RickRoll Avoidance Trolling EVE Knowledge |

Balor Haliquin
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Posted - 2007.12.24 01:12:00 -
[103]
I would disagree, just because they would get a max of 15% more hit points per ship dose not make the Gallente the armor tanking race of eve. It simply means they have more hit points to run through. Amarr get a much better resistance spread (more evenly distributed) and thus have a batter resistances across the board, and as a general rule they get the resistance bonus. All of which in my opinion makes them better tankers. A bonus to the cap recharge rate would allow them to run an active tank more effectively.
All things considered, these bonuses are on the Titans of the respective races, all though they are significantly higher. I think they will do well to reduce the direct combat effectiveness of the Flagship but make the fleet under them a whole lot more dangerous.
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.24 10:32:00 -
[104]
Agreed. RickRoll Avoidance Trolling EVE Knowledge |

Balor Haliquin
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Posted - 2007.12.24 22:13:00 -
[105]
AMARR Name: Requiem Hull: Abaddon Role: Fleet 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: 5% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 3% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Armored Warfare Link module effectiveness
Fitting slots: 8/4/8/2 Power Grid: 20900 CPU: 550 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 115m/s Drone Bay: 75m^3s Drone Bandwidth: 75 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oblivion Hull: Abaddon Role: Fleet Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 3% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/5/7/2 Power Grid: 20900 CPU: 550 Hard points: 3 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 115m/s Drone Bay: 100m^3s Drone Bandwidth: 100 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link V
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Balor Haliquin
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Posted - 2007.12.24 22:14:00 -
[106]
CALDARI Name: Tsunami Hull: Rokh Role: Fleet 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 Cruise Missle Launcher rate of fire per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 3% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Cruise Missle velocity per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Siege Warfare Link module effectiveness
Fitting slots: 8/7/5/2 Power Grid: 14900 CPU: 770 Hard points: 2 Turret/7 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 115m/s Drone Bay: 50m^3 Drone Bandwidth: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Oni Hull: Rohk Role: Fleet 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: 3% bonus to fleet member's maximum Shield Hit Pionts per level, 3% bonus to Siege Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 14900 CPU: 770 Hard points: 7 Turret/2 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 Mgbits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link V
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Balor Haliquin
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Posted - 2007.12.24 22:14:00 -
[107]
GALLENTE Name: Athena Hull: Hyperion Role: Fleet Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 3% bonus to fleet member's maximum Armor Hit Pionts per level, 5% bonus to Large Hybrid Turret falloff per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Information Warfare Link module effectiveness
Fitting slots: 8/5/7/2 Power Grid: 15650 CPU: 590 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery III --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Fleet 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: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 3% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 15650 CPU: 590 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 125m^3 Drone Bandwidth: 125 Mgbits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link V
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Balor Haliquin
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Posted - 2007.12.24 22:15:00 -
[108]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Fleet 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: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 3% bonus to fleet member's Signiture Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Skirmish Warfare Link module effectiveness
Fitting slots: 8/6/6/2 Power Grid: 20900 CPU: 630 Hard points: 8 Turret/2 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery III --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Fleet 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 arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 3% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/7/5/2 Power Grid: 20900 CPU: 630 Hard points: 7 Turret/3 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link V
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Balor Haliquin
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Posted - 2007.12.24 22:19:00 -
[109]
Here is the revised mission statement for the Flagship (Heavy Command Ship)
FLAGSHIP Flagships are designed for use in large fleet combat situations, Designed to be the central command vessel for entire fleets in a single system. They realey on their massive defences 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 unpresidented tactical advantages. These ships are the pride of any navy in the field.
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Balor Haliquin
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Posted - 2007.12.26 16:15:00 -
[110]
*bump*
Just trying to keep this thread on the front couple of pages. Looking for more input on this subject from new people.
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Korran Minare
Gallente Spaced Cowboys
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Posted - 2007.12.26 19:16:00 -
[111]
Even after the changes that some have suggested these ships still deserve to be kept on the front page, Good job Balor
Originally by: Korran Minare what would you put on space pizza anyway????
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.26 20:55:00 -
[112]
I still like these ships... More publicity needed. RickRoll Avoidance Trolling EVE Knowledge |

Balor Haliquin
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Posted - 2007.12.27 03:49:00 -
[113]
Then spread the word please. The only way that any idea has a chance to be recognized is to have people see it and comment on it.
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Solomun Gendy
Gallente Dire Trucking
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Posted - 2007.12.27 05:10:00 -
[114]
basically i have two comments to put in:
first, i agree with your thought about not having damage bonuses for the flagship bonuses. we can look at the command ships that already exist and see that people use them most often for a gank role, and we want these to be used for a command role. it was also stated in the last open dev blog that ccp's working on finding a way to fix high-sec pos warfare, so trusting them we can do away with this as a possible role for the new ships.
second, and balor knows i'm a nut for this particular subject, lets try and turn one of them (at least the fleet command version) into more of a support ship, giving them a bonus similar to those found in the logistics frigates (one bonus however, not two). This would allow us to make a larger difference between the two ships in the class, and also fill in a logistics role for larger ship sizes in fleet combat.
besides that, however, keep up the good work B
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Balor Haliquin
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Posted - 2007.12.27 17:27:00 -
[115]
Well sol, the concept behind the ships is as a bigger command ship, but more oriented toward command than gank. They are not much better at dealing damage (as far as i can tell) but they make the fleet around them much more dangerous. Turning a set of them into logistics ships would go against the concept of the ships themselves. I'm not saying battleships size logistic ships would be about the nastiest thing to have off your starboard bow, its not a role that these ships can fill. They are ship designed to to be at the core of the command structure of a fleet.
As far as high sec POS warfare is concerned, it would give the fleet the edge to actualy do some damage to a POS in high sec. Considering what the ships were originaly and what they are now. They are much more fleet oriented. My feeling is that turning one into a logistics ship is a job better served by another hull and bonus setup. (Sol... Logistics Domi)
Thanks for the input though, to you and to everyone.
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Balor Haliquin
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Posted - 2007.12.28 16:42:00 -
[116]
As far as i can tell, the way i have the ships currently setup means they will last longer in battle but have very little difference to the overall DPS that they put out over their base hull. To make a good gank platform out of one of these ships looks like it will require the sacrifice of a low slot or two to get the ship to fit good weapon systems. And considering that the only ship in the entire group able to mount a full rack of Guns is the Requiem, and even then its going to sacrifice its bonus low for a module to get the full rack, its realy no different as far as DPS from the standard Abaddon.
If there are any other ideas on how to balance the ships. Please join the conversation. But please point out what is broken and why you think it is.
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Korran Minare
Gallente Spaced Cowboys Dread Sovereign
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Posted - 2007.12.28 21:19:00 -
[117]
bump, just tryin to keep this one near the top of the pile, would really like to see these ships considered
Originally by: Korran Minare what would you put on space pizza anyway????
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TranquilityOne
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Posted - 2007.12.28 23:10:00 -
[118]
What the heck is all I can say. Has anyone else supporting or not supporting these ships realize that these are giant hacs? Which was exactly what the marauder was supposed to avoid? The baddon one gets a double damage bonus WITH a cap bonus and retains the armor +% bonus WITH T1.5 (since not as extreme as HACs) resists. Expensive, long to train for, super damage, amazing tank... hey you know what? That almost sounds like the carrier cept.. it uses guns to deliver damage and can operate in empire space. The last thing we need are giant HACs dealing double damage for the super small elite population that will actually fly these ships.
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Balor Haliquin
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Posted - 2007.12.30 06:42:00 -
[119]
I would like to know what version of the ships you are looking at. The current versions of the ships have the same bonuses, with few exceptions, as their bas ships, plus bonuses that give their fleets more tank and better combat capabilites. Saying that these ships are nothing more than giant HACs is as far as I can tell rather unwarented. The comparison to a carrier as far as training time and cost is as far as i can tell not fair considering the intrinsic cost of training to a carrier and getting all the components put the ship cost well past 2 billion Isk. Also the training time on the ship though long is not nearly as long as that of a carrier.
To be honest i would realy like to see the math behind the claim that the current versions of the ships are capable of dealing double damage over their base hulls. At best they do the same or a little more damage.
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Korran Minare
Gallente Spaced Cowboys Dread Sovereign
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Posted - 2007.12.31 16:36:00 -
[120]
Back to the top of the pile with this one, Me has a special place in my hangar for the two Gallente versions 
Originally by: Korran Minare what would you put on space pizza anyway????
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