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Druadan
Gallente Aristotle Enterprises
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Posted - 2007.12.31 21:45:00 -
[121]
Edited by: Druadan on 31/12/2007 21:50:33 I don't think there should be two for each race. If you're trying to fulfil a role, try to fulfil it with one ship per race. Where two of a type exist (e.g. covert ops [covops and stealth bomber], recon ships [force and combat]), it's because they're roled differently. These even have the same role name between the two ships. This shouldn't be the case, as it's just introducing ships for ships' sake. Also, their roles should not be Fleet Command Ship. Yes they're commanding a fleet, but we already have Fleet Command Ships, so just give them the role Flagship, or something.
I like how the idea of these ships has progressed further into the fleet role, but they're still way to similar to the big HAC that CCP tried to avoid. The resist bonus needs to stay, or the opposition will lose little time taking them out and your billion ISK investment in gang superiority will disappear quickly. It's the damage bonus that's a problem. It needs to go. Replace it with a 2% per level bonus to gang rate of fire? I choose RoF because it boosts DPS but you have to pay for it with cap as usual. Gang bonuses help to reduce the solo ability, so it might be a good idea, when considering any bonus for these ships, to think about how that effects the ships solo abilities, and what sort of gang bonus could replace that.
The bonuses to repair amount are useless. Why? Because repair amount means nothing in a fleet battle. You can fit yourself together a faction tank at the moment, take it into a fleet battle, and then when you get the focus of the enemy fleet you'll get maybe one cycle off before you're dead. Fleet battles are all about HP, and that means buffer tank. So that bonus needs to be a serious boost to HP or a boost to resistances.
It's looking very good though, and I'm glad to see a suggestions thread without flames. Over in General Discussion it would be a different story.
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Balor Haliquin
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Posted - 2008.01.02 01:58:00 -
[122]
My initial concept of the ships was to have some veriety for the ships. The Amarr and Caldari get a unique ship in the for of a missle boat and a regular gun boat. For the Minmatar and Gallente its a bit more difficult. Thrying to make two unique varients of the ships and preventing one from becoming a very overpowered version of the base hull is hard. I would like to point out that with some minor bonus exceptions and a few other stat changes these ships fallow the progression for the Command Ships very well.
AS for the damage bonuses that the ships get. I would like to point out that each ship, again with some minor exceptions, fallow the base hull bonuses for each race fairly consistantly.
I would also like to note that as far as solo capabilities go. I would rather not risk my Requiem costing in excess of 500,000,000, in a solo environment. I would however like to use my 150,000,000 isk Abaddon instead. I think that considering the limited, or more limited, fitting stats for the ship, making them a solo platform would net a ship that no single pilot would be willing to fly without the support of a fleet.
Also about the Gallente armor bonus. I honestly can not think of a better bonus that would not make the Amarr armor bonus look like crap. And considering that Amarr are supposed to be the best armor tankers out there, i would rather not continue to nerf a race that has a handful of good ships.
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Balor Haliquin
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Posted - 2008.01.03 17:18:00 -
[123]
I am considering changing the bonus on the Minmatar's Conflagration to be "5% bonus to Large Projectile Turret optimal range per level" instead of to its falloff.
Another change may be the rewrite of the roles for the ships. Under the current heading all they say is "Fleet Command Ship". I would like to be more specific and help stress the difference between the front line combat version, and the more fleet oriented version. The roles will change to the fallowing, or something close to it.
Role: Field Heavy Command Ship Role: Fleet Heavy Command Ship
Also, i would like to know weather people would like them to be known as "Heavy Command Ships" or "Flagships" i will have to change the skill name to match the ship class name. Just some minor technical stuff for now. And as always your sugestions are more than welcome.
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Tzesaeia
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Posted - 2008.01.03 20:09:00 -
[124]
I must say that I haven't read your hole idea.
But it is mutch and I need a critical Information it doesn't give right in the beginning.
Have you thought about what command ships would be useful than? After the intorduction of your Battleship sized command ship?
Normal Command ships need an incredible ammount of training time no one would like to see all his Skill Points useless for Bc lvl5 for example. What skills would your BS command need?
It is not at all a good idea to just fit in a sorta BS command ship to fill the gab between flying a BS and a carrier.
I once suggested to introduce a capital command ship that is not that good for dmg or drones as dreads or carriers but can fit capital warfare link modules that do benefit capitals and their modules only. In this idea you would not need BS lvl5 or large guns lvl5 but BC lvl5* and a special capital ship skill only for command capital ships aswell as one special skill for the modules. But I lost the link ot the thread I gonna put a new thread up rightr away though maybe wanna look into it i gonna give the link here later.
* BC and BS habe the same rank and need exactly the same training time so this is not at all imbalanced.
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Balor Haliquin
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Posted - 2008.01.04 03:01:00 -
[125]
I would Invite you to read further and also use the links at the beginning to look at the latest version of the ships.
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Korran Minare
Gallente Spaced Cowboys Dread Sovereign
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Posted - 2008.01.04 22:10:00 -
[126]
back to the top
Originally by: Korran Minare what would you put on space pizza anyway????
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Karrade Krise
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Posted - 2008.01.05 02:38:00 -
[127]
Wow, great write up this idea is sound! Now....with these being basically FlagShips...Do you think that there should only be one allowed per Fleet? Or maybe you can allow multiple flagships, but designate only one as the FlagShip for the fleet-where it gets specific fleet bonuses, whereas the secondary flagships give a smaller bonus to their squad/wing...
It would be just like designating the Fleet/Squad/Wing Boosters, Boss, and stuff like that. Sig locked, I will not make fun of the forum mods |
Balor Haliquin
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Posted - 2008.01.05 15:55:00 -
[128]
I was considering only allowing one flagship per fleet. But, several problems came up with that idea. First, only allowing a single Flagship per fleet seemed extremely artifical in the sense that there is some unwritten rule that dose not work with the in-game fluff or statistics. Yes, there are some items in EVE which are very artificial, like not allowing Dreadnoughts and Carriers into high sec. That ruines the flow of the game in my opinion and I wanted to avoid that if I could. Designating the ship as a Fleet/Wing/Squad commander means that the ships fleet bonuses will then come into effect.
Now I'm not sure how the fleet system works but I'm reasonably sure that a fleet commander only effects those ships directly under his command and not to the entire fleet. And a wing commander only affects those directly in his wing, and so on. Pleas correct me if I am wrong.
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Balor Haliquin
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Posted - 2008.01.06 07:00:00 -
[129]
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: 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 Role 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 > Flagship 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: 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 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 Role 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 > Flagship 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 - 2008.01.06 07:01:00 -
[130]
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 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 Missile velocity per level Role 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 > Flagship 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: 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: 3% 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 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 > Flagship 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 - 2008.01.06 07:01:00 -
[131]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline 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 Points per level, 5% bonus to Large Hybrid Turret falloff per level Role 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 > Flagship 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: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 3% 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 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 > Flagship 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 - 2008.01.06 07:02:00 -
[132]
MINMATAR Name: Conflagration 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: 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, 5% bonus to Large Projectile Turret falloff per level Role 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 > Flagship 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: 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 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 Role 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 > Flagship 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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Ghostess
United Mining Corporation
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Posted - 2008.01.06 17:54:00 -
[133]
I'd like to know what kind of costs these ships would have to have to be balanced with their abilities. |
duger
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Posted - 2008.01.06 17:54:00 -
[134]
i like the new plans m8, you might want to consider increasing their max targeting range, the marauders have more than your ships do in that spot.
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Balor Haliquin
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Posted - 2008.01.06 18:37:00 -
[135]
The cost as far as ISK per ship is unfortunately up to the markets of EVE. But as for a base cost i would assume it would fallow the trends of the tech 2 ships and be around 500,000,000ISK to 750,000,000ISK. As for mineral costs, i am a combat pilot and have no clue how to begin to wrap my brain around the mineral costs of the ships.
The reason that i made the Flagship have less lock-on range then the Murauders is because the simple fact i would rather not propose a ship that is doing the job of a Murauder better than a Murauder. These ships could do missions but i would rather not render a recently introduced class of ships to the game, completely and utterly obsolete.
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Korran Minare
Gallente Spaced Cowboys Dread Sovereign
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Posted - 2008.01.07 20:43:00 -
[136]
Love the new setup for the flagships Balor, and back to the top with this one in hopes that a dev will glance over it
Originally by: Korran Minare what would you put on space pizza anyway????
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Rezerwowy Pies
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Posted - 2008.01.07 21:28:00 -
[137]
/signed
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Korran Minare
Gallente Spaced Cowboys Dread Sovereign
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Posted - 2008.01.08 21:32:00 -
[138]
back to the top
Originally by: Korran Minare what would you put on space pizza anyway????
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Balor Haliquin
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Posted - 2008.01.09 03:14:00 -
[139]
Thanks for the remarks. im studying the methods behind mineral costs for ship. I hope to have some numbers for the ships as far as cost and required minerals. It is probably going to take me a while to full understand the methods behind CCP's madness. No offence to CCP of course.
In addition I will make re referance sheet for people to look at the exact changes that I have done stat wise for the ships.
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Balor Haliquin
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Posted - 2008.01.09 18:12:00 -
[140]
The Changes to the base ships.
Tech 2 resistance bonuses +15% and +12.5% to the races main tank area. As in, Amarr and Gallente get it to their armor, while Minmatar and Caldari get it to their shields.
Ship bonuses All ships get a bonus from their base ship with some minor exeptions (Artimus, Oblivion, Tsunami). All ships also gain a role and flagship skill bonus. They are labeled as such.
Fitting Bonus All ships gain a fitting slot in either their mids or lows. All ships loose 100 power grid and 10 CPU. Ships also loose hard points for launchers and turrets, though the exact number and specific hard points lost are specific per ship.
Stats Bonus All ships have a larger signature radius and slightly lower sensor capabilities. Their maximum targets number is reduced by one to 6 targets locked at once.
After those blanket modifications each ship should be observed for its own unique bonuses and stats.
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xStaRx
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Posted - 2008.01.09 20:47:00 -
[141]
*i'll add my 5 cent*
When T2 BS were annonced CCP WERY dissapointed me... No Next in Line CommanShip no REAL T2 resistance (i men real T2 HAC/Command like)
So T2 Flagship should get FULL T2 resistance and apear in 2 types 1 DDealer (Next in Absolution line) 2 Supporter (think about next in Damnation line)
and more all Flagship's CANNOT fit rail's/Beam's/CruiseMissileLancher's Close combatian only*
:) that is my view of REAL T2 BattleShip
PS. thry not to think what cost such and monster ;)
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Balor Haliquin
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Posted - 2008.01.09 21:16:00 -
[142]
Well consider this. If i had designed the ships with full tech 2 resistances, the ships would be almost imposible to kill. ensuring that the ships have better resistances makes them tougher but not a wall. Their job is not to be uber gank platforms. They are fleet support ships. As such they come in two versions. The Frontline Command Ships, which is more for getting into the mix with other battleships and combat ready ships. And the second is the Theater command ship, more oriented toward fleet support and does not have the massive combat ability of the front line command ship or even a battleship. As far as the evolution of the Command Ship, in my opinion these ships do a better job than the command ship at supporting the fleet. The Requiem is not a carbon copy of the Absolution, given a new body, but rather an evolution of the concept of a command ship. The power of these ships is not in their solo capability but in their fleet. The fleet around them is going to be much more powerful with one of theses ships commanding the fleet. And that is the intention of the ships. With one of these ships in command of a fleet with a competent pilot, high sec POS assaults become a feasible venture for even the smallest of corperations. And even then the ship is not and can not replace what a standard battleship can do. The battleships is still going to be a better gank platform due to its cost, ease of fitting, and simplicity to skill for. The Flagship is not intended to be a replacement, but rather and adaptation for a more specific role.
As far as limiting the exact weapons that a ship can fit, it is almost imposible by the current version of EVE. All anyone can do is encorage the pilot to fit one type over another.
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Thargat
Caldari North Star Networks Triumvirate.
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Posted - 2008.01.09 22:08:00 -
[143]
All the suggested ships should have atleast adv spaceship command as a requirement (I dunno if there's a mistype since I can see that spaceship command appears twice on some ships).
Secondly it would be nice to see a variant of these with more role specific bonuses (say fleet-bonuses for probing, EW and so forth).
otherwise a quite good idea, I'd love to go in a roaminggang with a couple of these (nanoed and polycarboned to insanity of course)
There's only one sig that matters... and that's Radius. |
Balor Haliquin
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Posted - 2008.01.09 23:40:00 -
[144]
I was considering doing some more specific fleet bonuses but nothing has struck me as a very systematic way of doing it. As of right now these ships are more oriented to ensuring a fleets survivability rather than their hunting ability. I agree that ships with the bonuses like E-War would be nice, but they would also have to be very closely ballanced.
Some of the skills are mention twice because that is the method that eve uses for skill trees. They make no logical sence to me but thats they way they are done.
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Balor Haliquin
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Posted - 2008.01.11 05:37:00 -
[145]
*Bump* trying to keep the topic on top. Thanks to everyone who commented.
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ZiYauRen
Gallente SDOD Security Sang Do Oligarchic Democracy
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Posted - 2008.01.11 10:06:00 -
[146]
Hmmm... the ew mods seem to be going too far w/the concept here actually. A better way to take care of this might be to use an existing ship that is complimentary but has no current t2 version. Say black ops command ship based on the Myrmidon n such.
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Balor Haliquin
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Posted - 2008.01.11 17:26:00 -
[147]
I would have to agree. I tried to get the ships to work with a new, and somewhat unique, bonus system for e-war. It became way to hard to balance the ships in and out of the group. The idea for a complementary ship for a fleet, like a e-war based recon battlecruiser would work well. But for these ships i have to agree that they have no buisness going into the electronics warfare sector.
As for designing and making specifications for the battlecruiser recon ships, im currently trying to get the Flagship seen and hopefully implemented by CCP. Someone els can tackle those ships.
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Kaydakulla Defur
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Posted - 2008.01.12 20:37:00 -
[148]
I would like to say that this is a very good idea and more people should post here in support of it. |
Sethile
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Posted - 2008.01.12 22:51:00 -
[149]
This has been a pleasure to read. These ideas have been worth thought out and some considerable work has gone into them.
I would like to add some constructive criticism, but after reading all 5 pages the best I can add is my support. I hope that this is read by the powers that be.
The only improvement would be calling one of the Amarrian ships a Harlequin, in honour of Balor if this does indeed go ahead.
Cheers
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Rhatar Khurin
Minmatar Sten Industries
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Posted - 2008.01.12 23:11:00 -
[150]
Nice, Although i think the Apocalypse should be the Amarr flagship type because of it's history. _
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