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Thread Statistics | Show CCP posts - 1 post(s) |
Taguchi Hiroko
Deadly Addiction
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Posted - 2008.02.04 11:57:00 -
[31]
Edited by: Taguchi Hiroko on 04/02/2008 11:58:30 I like the flagship idea, make them bs sized command ships, and the most powerful sub capitals. The drawback of course would be, they require loads of skills up to lv5, and are very expensive to build. In addition, they should share similar weaknesses as the Maruders, such as low sensor strength, and perhaps give them big sig radius too... But their gang bonus is still there and a notch up from command ships.
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Verys
The Black Ops Black Core Alliance
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Posted - 2008.02.04 12:16:00 -
[32]
I would like to see them in the flagship role. To my idea they would be fullfilling tasks that carriers often do today such a remote armor/shield repping ships in the fleet whilst providing some firepower and ofcourse the bonuses on the battlefield. ----------------------------------------------
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Typhado3
Minmatar Ashen Lion Mining and Production Consortium
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Posted - 2008.02.04 12:24:00 -
[33]
I reckon we could use one sooner or later
idea's I like: smart bomb bs (pls include ecm burst bonus =) super logistics (if it has a different method of logistics insert off the wall idea here) anti capital ship off the wall ideas (mad scientist + sandbox = fun) something industrial (could tie in well with dangerous new asteroids)
idea's I don't like: super logistics (all cruiser logistics are now useless) super combat ship (unbalances the game)
ccp pls do something about minmatar ew. target painters suck and mauraders can use both our racial ew |
Terraisa Nichols
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2008.02.04 15:41:00 -
[34]
I like the OPs suggestion that they debuff enemy fleets in some way. Not necessarily this ship even but the idea that any ship could play this role interests me.
Id love to see this implemented in a manner that scales with the size of the enemy fleet and therefore acts as blob deterrent.
Fix local with automatic scanners |
Kagura Nikon
Minmatar Infinity Enterprises Interstellar Alcohol Conglomerate
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Posted - 2008.02.04 19:56:00 -
[35]
Well for startet i think we deserve a proper BATTLESHIP. But to make it non solopownmobile? ( just make it unable to use scrambler and disruptors).
Anti captail ships woudl be good. Specially because with the cyno jammers now the importance of having a huge cpital fleet defendign the cyno jammer is overhelming.
Another option .... a Super heavy anti support ship.Somethign like the fast battleships US used in WW2. That altough big, were heavily AAA fitted and fast and built to protect the carriers from anything bigger than a fighter comming close.
Keep Tier 3 as they are, give them a 20% tracking boost per level.
That woudl help aleviate the nano histeria, woudl be far from overpowered (specially because TD could always neut them back to a normal BS level)
LAst option, damm simply give them capability to use siege mode :P
------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Ral Ulgur
Caldari Provisions
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Posted - 2008.02.04 23:13:00 -
[36]
I was thinking of a proper flagship...
It would require fleet command skill and field scriptable modules giving very specific bonuses:
Module Fleet Interfacing Array Can only be fit to flagships
Possible Scrips: I have quite a few ideas here... they could give specific bonuses to a) ship-types b) ship race or c) be fit to certain tactical situations.
I'll start with c):
Tactial Doctrine - Starbase Defence +5% Remote repair amount +5% Shield/Armor/Hull HP -10% velocity
Tactical Doctrine - Close Combat +5% web effectiveness +5% short range weapon damage (blasters, pulses, autocannons, rockets, HAMs, torps) -10% long range weapon damage
Tactial Doctrine - Range +5% tracking +10% damage on long range weapons (rails, beam, atty, cruise, etc) -5% ROF on all weapons
Tactical Doctrine - Covert Strike -50% targeting delay after decloak +50% cloaked velocity -5% Shield boost/ Armor repair amount
Now on a) Fleet Doctrine - Capital Warfare +5% damage on all capital weapons
Fleet Doctrine - Electronic Superiority +5% strength of ECM, trackind disruptors, RSDs and ehhm... target painter...
Fleet Doctrine - Small Craft (I was tempted to call this one "Movezig!") +20% Damage for all frigates +10% Speed for all frigates -5% sig radius to all frigates
Now to b) Racial Doctrine - Divine Fury +5% ROF on Amarr Ships
Racial Doctrine - Emporer's Resolve +5% Cap on Amarr Ships
Racial Doctrine - Free Will +50% (?) Drone Bandwidth on Gallente Ships
Racial Doctrine - Just Cause +15% Armor HP on Gallente Ships
Racial Doctrine - Hedonistic Incentive +1 Exotic Dancer in wrecks of ships destroyed by Gallente Ships
Racial Doctrine - Discipline +5% Damange for all Caldari Ships
Racial Doctrine - Conformity +15 Shield HP on Caldari Ships
Racial Doctrine - Fight for Freedom +5% Speed to all Minmatar Ships
Racial Doctrine - Revenge +5% Falloff for all Minmatar Weapons
Racial Doctrine - Slide down stairs while fireing UZI +50% ROF for Autocannons -50% Tracking for Autocannons
Please discuss.
PS: Sorry for the highjack attempt... this thread seems to have dev attention though
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