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Dirk Fallows
Galley-la
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Posted - 2008.05.24 21:29:00 -
[61]
You've put a lot of thought into this, and the ships looks really great.
I think that the zero or at least very low offence (like the other logistic ships) would be preferable, and that the stealing of ammo is perhaps a bit too overpowering. Imagine stealing 5m3 of ammo from a bs, then imagine doing the same from a frig.
Maybe even a slightly bigger cargo bay like the marauders to increase the amount of ammo hauled. -- Ceterum censeo reinforcements needs to stop shooting drones. |

Nova Fox
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Posted - 2008.05.30 14:11:00 -
[62]
Edited by: Nova Fox on 30/05/2008 14:15:30 These ships get close to a 1km3 on most models and even further with rigs and modules, also the canisters themselves would gain additional storage increasing the cargo even more if entirely dedicated to cansiters and the ammo within.
When I get time ill begin to run som eft simulations on these ships tanking abilites and fitting layouts to get a more realistic cpu and grid layouts and see if i need to adjust any of the tanking abilities.
Also these ships do not need to lock fast so should i increase sensor strength and nerf the heck out of the scan res to give them something little bit special? also limiting mid slots a good idea to 2 spare slots (shield tankers get a few more mids for tank +2) and be generous with low slots?
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Nova Fox
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Posted - 2008.06.11 05:40:00 -
[63]
Been thinking this over but should the canisters be interceptable and have thier own hps and what not. imo it may not be a good idea due to lag in gengeral. Anyways your opinions please.
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Noa Fuyu
Amarr Ministry of War
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Posted - 2008.07.09 15:08:00 -
[64]
If there were a second bunch of Logistic ships Id prefer it going to the frigates really or even, as someone has already suggested, Allowing it to store modules and switch outs etc.
Ammo and all that is really useless for Amarr, its rare to run out of ammo and not have a back up set.
but yeah a frigate would be pretty good. -------------------------- I would throw a hundred ships into the void just to see you crushed. |

Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.07.13 05:25:00 -
[65]
Bump before it expires
Im going to go back make up some stats for fitting and get the numbers down more properly.
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.07.13 05:40:00 -
[66]
Originally by: Noa Fuyu If there were a second bunch of Logistic ships Id prefer it going to the frigates really or even, as someone has already suggested, Allowing it to store modules and switch outs etc.
Ammo and all that is really useless for Amarr, its rare to run out of ammo and not have a back up set.
but yeah a frigate would be pretty good.
amarr are overly reliant on cap batteries however for that extra juice of performance this ship will be able to deliver those as well also amarr use missiles as well as drones (they are supposed to be drone race number 2) tis ship will still see to it those supplies are stocked as well the only group not benifititing during combat from this is the nano gangs.
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.07.24 03:32:00 -
[67]
well im wondering if anyone has any new thoughts on this I would love to see these implimented
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.08.14 22:36:00 -
[68]
Well still no fitting info lately been busy with the SOE project but i though of a nother useful notion for front line use.
Remote ewar immunity projector, if a tender ship can link its sensors and reinforce a target ships eletronics system into immunity it would raise the combat value of the ships use on the front line and is an excellent replacement for support drones and ammo theft idea.
Your thoughts.
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Daelin Blackleaf
The Reclaimed
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Posted - 2008.08.15 03:25:00 -
[69]
Originally by: Nova Fox
Summary- Second Tech 2 Cruiser in the Logistic Class ships
- Has no offensive ability due to zero turrets and missile hardpoints
- Remote repairs to armor and shields are unbonused
- Can transfer ammo and drones to other ship's cargo and drone bays via guided munitions packets
- Recovers abandoned drones from distance to be reissued to ships
- To help collect corpses after a battle
- To repair damaged modules after overheating
- To assist in battlefield clean up greatly reducing the time lollygaging around after a strike is completed
- To provide all races with a combat support racial drone boat option
There are a couple of issues I'd like to raise but beyond that it's a good idea and well presented.
The repair of damaged modules would need to be restricted similar to nanite repair paste other wise it would be overpowered, under that kind of restriction however it becomes somewhat redundant since it can already resupply ships with paste. With looser restraints fits like a well-tanked permanently (or just prolonged) overheating Maelstrom, with or without crystals, would probably be overpowered.
There may be an issue with implementing remote hull repairer bonused ships when Gallete ships have significantly more hull HP than other races.
There's almost certainly an issue with having to drive damage through the ships untanked base resists HP layer, hardened/extended/rigged HP, local rep, logistics remote reps, repair drones, 60% resist structure HP, and remote structure rep. Another layer of resisted external repping means you require a lot more DPS and/or time to take the ship down promoting larger gangs and reducing the skill required of logistics pilots.
I approve of the re-shuffling of support drones to grant the Scabbard TD drones and the Jabiru TP's and I especially like the idea of munitions packets, provided they're well balanced it should make active tanking more useful in larger/prolonged engagements.
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.08.16 23:45:00 -
[70]
Originally by: Daelin Blackleaf
There are a couple of issues I'd like to raise but beyond that it's a good idea and well presented.
The repair of damaged modules would need to be restricted similar to nanite repair paste other wise it would be overpowered, under that kind of restriction however it becomes somewhat redundant since it can already resupply ships with paste. With looser restraints fits like a well-tanked permanently (or just prolonged) overheating Maelstrom, with or without crystals, would probably be overpowered.
There may be an issue with implementing remote hull repairer bonused ships when Gallete ships have significantly more hull HP than other races.
There's almost certainly an issue with having to drive damage through the ships untanked base resists HP layer, hardened/extended/rigged HP, local rep, logistics remote reps, repair drones, 60% resist structure HP, and remote structure rep. Another layer of resisted external repping means you require a lot more DPS and/or time to take the ship down promoting larger gangs and reducing the skill required of logistics pilots.
I approve of the re-shuffling of support drones to grant the Scabbard TD drones and the Jabiru TP's and I especially like the idea of munitions packets, provided they're well balanced it should make active tanking more useful in larger/prolonged engagements.
First of all thanks for your feed back
About the remote module repair I didnt explain to much of, but yes the remote module repair will require the tender ship pilot to have the nanite skill and nanite paste in his bay and use a module to remotely repair a ship thats no longer overheating thier modules, the damaged modules must not on/active (they can be online if they are passive)
Good point about the HP repair bonuses but as it stands it may not be an issue unless it turns into a flavor of a month, which could possibly happen so maybe lowering the cycle speed bonus and/or remove/lower repair mount on the hull reppers. I remember them nerfing hull tanking once theyd probably do it again if the ship is introduced.
I doubt the tendership can improve the state of active tanking but longer firefights with all ships could happen.
Its been suggested before about a logistics frigate, I got a slight idea to justify its role (not have the same problem AF and HACs have the bigger better ship same job ordeal.
and once again not a battleship hull wanted, ill leave the support role on the battleship size to a flagship, and im going to say no to a combat hauler considering they are talking about adding covert haulers now, also it sorta doesnt make sense to have a non combat ship suddenly go combat in physical role.
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Balor Haliquin
Amarr
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Posted - 2008.08.17 01:29:00 -
[71]
Okay here is my comments/sugestions
The current logistics ships are very sell set into their current role and i think making these ships out of T2 cruisers is a bad plan. What is going to end up happening is that their will be little to no difference in what these ships will do and what the logistics ships do. So one might consider choosing another hull. Thats not say that if yu can make the class unique enough that there will still be a problem.
Your bonuses are cool and interesting but are rather complex. I recomend starting with the basics. Most T2 ships have their race base class that has the basic bonuses of the base ship. That generaly stays the same with a few exceptions. Then they have the new ship class bonus that makes the ship more oriented to a specific role. And rarely they have role bonuses to let them use specific mods or some other unique ability. Try to keep the bonuses simple and straight forward. As in "X% bonus to Y" not "X% bonus to Y, Z, and A". That will really streamline your designs. Also try not to make the ship able to do too much at once. That just allows people to make strange and very effective fits that you were never intending to do.
Another way to get going is make a paragraph that describes what the ship dose and why. That way you can really narrow down what they do.
When it comes to figuring out what to do with class look at historical referances. Tenders were ships that stayed in the background and repaired and rearmed ships that were coming off of fleet actions. Sometimes they were armed but most of the times they were unarmed. They were also little more then freighters with the ability to dock up with other ships. They were mobile repair and rearming platforms. So use that as a basis for the class. The Logistics ships have the repair down, so why not try for a rearming ship. But avoid doing the unique mod trap. CCP has been doing it a lot lately and I think its a bad road to go down. Your ship should be effective regardless of special mods. If you can make it work at its core then everything els should fall into place nicely.
Designing a ship is hard, ill tell you that much. Don't be unwilling to change things completely and take what most people say with a grain of salt. I have put a lot of effort into my ships and many people that have posted on my thread have helped out a lot in making those ships what they are today. Good luck man. The designs are interesting but need a lot of work. If you want I can post some sugestions for new bonuses and stats.
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