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Captain Falcord
The Python Cartel
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Posted - 2008.06.08 14:45:00 -
[1]
Edited by: Captain Falcord on 08/06/2008 14:53:40 Edited by: Captain Falcord on 08/06/2008 14:53:05
This is one of my wet dreams, a feature I would love to see implemented in EVE, but for what I have no hope, because it's really complicated code-wise and would bring many balance issues.
However, there's nothing wrong with dreaming, and maybe this sketch will serve as a base for more intelligent ideas and, who knows, become do-able.
Unique ship abilities
What I'm talking about here is giving each ship in the game an unique skill/ability with the following characteristics:
-> Can be only used with 5 points on the appropiate ship type skill (Incursus ability would need gallente frigate V). -> These skills requiere an instant investment of Capacitor points, hull/armor/shield points, sacrifice of drones, or any other payment that will be specified. -> These skills have a cool down time, different for each one. -> These skills are independent to the modules the ship has got. They're inherent to the ship itself, and can be used in any situation as long as the previously stated requierements are present.
I've made some examples to make it clear, I'll keep adding more ship skills, feel free to add yours if you like the idea:
->Vagabond: Engine Overheating Cooldown: 5 minutes. Cost: 50% total hull HP and 50% total armor HP. Effect: The vagabond becomes invulnerable to Stasis Webifier effects for 5 seconds.
->Falcon: Unstable ECM pulse Cooldown: 10 minutes. Cost: 30% total capacitor. Effect: All the ships in a 50km radius (Including the falcon itself) get a high chance to have their locks broken (only broken, not a complete jam cycle), based in the ship's sensor strenght. All those ships sensor strenght is also halved for 5 seconds.
-> Incursus: Lance Ramming Cooldown: 1 minute. Cost: 20% capacitor and 20% hull on impact: Effect: The Incursus initiates an approaching movement to the locked ship. If the trajectory isn't modified in any way during the approach, and the Incursus manages to "bump" the locked ship, it will receive Kinetic damage based on the Incursus speed and mass.
-> Kestrel: Final Volley Cooldown: None. Cost: After usage, all the Kestrel's high slots become offline. Effect: The Kestrel unloads an instant triple missile volley (three rounds) to the locked target. Excessive overheating forces the Kestrel to put all the rack offline.
Let the brainstorm begin! ^^
Unique Ship Skills! |

Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.06.08 15:15:00 -
[2]
It would be nice...
However I think I will be quickly heading to the closest bunker as the flame war begins with people about to accuse you trying to introduce style play and abilities in EVE from the GAME THAT MUST NOT BE NAMED! War in EVE is like a box of chocolates. You never know which is the really nasty one with the horribly hard nougat center. |

Captain Falcord
The Python Cartel
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Posted - 2008.06.08 15:21:00 -
[3]
Edited by: Captain Falcord on 08/06/2008 15:21:34
Originally by: Raven Timoshenko It would be nice...
However I think I will be quickly heading to the closest bunker as the flame war begins with people about to accuse you trying to introduce style play and abilities in EVE from the GAME THAT MUST NOT BE NAMED!
Yes, I thought about that :P
But you have to admit certain ships in EVE lack of "personal touch". An individual skill given to each ship would help to give them different feels and evolve into lots of new strategies.
Abilities, by the way, weren't invented in WoW at all. Actually, the whole WoW character evolving thing is a mediocre copy from Diablo 2 (Oh, Diablo 2 WAS a good game :P)
Unique Ship Skills! |

Captain Falcord
The Python Cartel
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Posted - 2008.06.08 18:25:00 -
[4]
Updated with the Kestrel.
Let me know if you have an idea for a particular ship you like.
Unique Ship Skills! |

Ellaine TashMurkon
CBC Interstellar
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Posted - 2008.06.08 18:55:00 -
[5]
This feature alreday exists.
Since in Eve, interface is related to fitted modules, special abilities are done by special modules. Special modules that can be fitted only on specific ships. So generally, those ships have unique abilities. For example barges can mine with strip miners while other ships cannot - thats their special ability "strip mining". Stealth bombers can launch bombs. Covert ops and force recons can cloak and warp. Carriers can use triage mode and dreads siege mode. Moms can shoot ECM bursts and titans can shoot doomsday. And rorquals can do some funny mining related thing. Blackops can open cover portals. Dictors and heavy dictors have their magic spheres.
All this stuff are unique ship abilities. Since they are all modules, they use normal fittings mechanics. That has a set of advantages; -You can resign from a special ability if you dont want it, by simply not fitting the module. -Fitting it costs you slot, cpu and grid, witch creates space for fitting decisions (well, in theory, as in many cases those are practically obligatory or flying such ship makes no sense) -CCP might introduce better, more expensive or just different versions of those modules without changing ships themself. -more items to build and trade
There are much more things that can be done by anything but are done best with few specialised, like caldari recons for ECM. Thats even better.

Your signature is too large. Please resize it to a maximum of 400 x 120 with the file size not exceeding 24000 bytes. If you would like further details please mail [email protected] - Mitnal |

Lord Wing
Pegasus RDA
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Posted - 2008.06.08 19:00:00 -
[6]
Originally by: Captain Falcord Edited by: Captain Falcord on 08/06/2008 18:21:30
-> Kestrel: Final Volley Cooldown: None. Cost: After usage, all the Kestrel's high slots become offline. Effect: Instead of the next normal missile cycle, the Kestrel unloads an instant triple missile volley (three rounds) to the locked target. Excessive overheating forces the Kestrel to put all the rack offline.
This would yeild insane alpha bombing with frigs, get 10 frigs, u got a 30ship alpha! i agree with person above, ships do have abilities but they are much easier to change, theres nothing stopping you taking it out that role, but it does excel at its "ability". |

Captain Falcord
The Python Cartel
|
Posted - 2008.06.08 19:03:00 -
[7]
Originally by: Ellaine TashMurkon This feature alreday exists.
Since in Eve, interface is related to fitted modules, special abilities are done by special modules. Special modules that can be fitted only on specific ships. So generally, those ships have unique abilities. For example barges can mine with strip miners while other ships cannot - thats their special ability "strip mining". Stealth bombers can launch bombs. Covert ops and force recons can cloak and warp. Carriers can use triage mode and dreads siege mode. Moms can shoot ECM bursts and titans can shoot doomsday. And rorquals can do some funny mining related thing. Blackops can open cover portals. Dictors and heavy dictors have their magic spheres.
All this stuff are unique ship abilities. Since they are all modules, they use normal fittings mechanics. That has a set of advantages; -You can resign from a special ability if you dont want it, by simply not fitting the module. -Fitting it costs you slot, cpu and grid, witch creates space for fitting decisions (well, in theory, as in many cases those are practically obligatory or flying such ship makes no sense) -CCP might introduce better, more expensive or just different versions of those modules without changing ships themself. -more items to build and trade
There are much more things that can be done by anything but are done best with few specialised, like caldari recons for ECM. Thats even better.
And all those reasons are what make EVE my game of choice!
You are right, EVE outclasses every other game because the module "skill" system is really complex and fun. However, I still feel some ships lack distinctive features apart from a couple numbers up or down.
As you stated: Stealth bombers can launch bombs. But what's the difference between a Purifier and a Manticore? Well, the only difference is stats, one might be faster, or more durable. They might even have a slot difference, but they don't have any essential difference.
My idea is to make them brand different worlds. For example, the manticore would be able to deal an extra burst damage, and the purifier extend the range of the missiles in exchange of capacitor and hull damage for some time (crazy examples).
This way, every race/ship would be essentially different, and so the ship system would become much more complex and, over all, fun.
Unique Ship Skills! |

Stakhanov
Metafarmers
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Posted - 2008.06.08 20:11:00 -
[8]
Edited by: Stakhanov on 08/06/2008 20:12:49 Who doesn't like daydreaming threads ? 90% of the thread in this forum section are similarly unrealistic and unlikely to be implemented anyway 
It's a good opportunity to discuss what constitutes the "soul" of a race's ship lineup. Here's my take for gallente :
-> Taranis Web Tether Cooldown: 1 minute Cost: Shields and MWD deactivated for the duration of the cycle. Effect: Any positive radial velocity the current webbed target has is added to the taranis , so that it is pulled along by ships trying to run away. Graphics: Light tractor beam effect.
-> Lachesis Warp Core Linking Cooldown: 5 minutes Cost: Disables warp and MWD for the duration of the cycle. Effect: Overloaded scramblers and disruptors become infinipoints. Very hazardous to use , but invaluable if you have proper support. Graphics: Lachesis infinipoints are bright red.
-> Arazu Sensor Focus Cooldown: 2 minutes Cost: Offlines shield and cloak for the duration of the cycle , halves lock range. Effect: Removes penalties associated with cloak and doubles the scan res. Targeting Systems Stabilizer rig halves the cooldown of this ability. Graphics: Green sensor boosting rings.
-> Megathron Magnetic Field Resonance Cooldown: 5 minutes Cost: Doubles the cpu use of magstabs , deactivates shield and MWD for the duration of the cycle. Effect: Removes stacking penalties on magstabs and hybrid rigs  Graphics: Red shield resist effect.
-> Hyperion Dynamic Nanite Control Cooldown: 5 minutes Cost: Doubles the nanite costs of repairs , halves drone bandwidth. Effect: Hyperion can repair active modules (at the cost of increased cap use for those) and twice faster than normal for all , making overload a more viable option for extended battles. Graphics: Dark blue armor repairing aura.
-> Moros Disruption Blasts Cooldown: 2 minutes Cost: A siege cycle's worth of strontium , each blaster consumes some while firing. Effect: Ion Siege Blasters have a chance to knock a ship's (not POS structure !) resist modules offline depending on hit quality - wrecking hits are sure to send spidertanking carriers packing. Graphics: Bigger impact on targets.
-> Thanatos Evac & Engage Cooldown: 10 minutes Cost: Bandwidth reduced to zero but becomes irrelevant for fighters (cannot order them anymore) , can only be triggered when less than half of your structure is left. Effect: Bees , angry bees ! Up to 25 fighters in your drone bay deploy and engage any legit target (things not in your fleet) that they can find , following them in warp as needed. If your armor goes above 50% , they will automatically disengage and fly back to your drone bay. Graphics: None needed !
-> Erebus Nihilism Cooldown: N/A Cost: Prevents you from cancelling self-destruct. Cannot eject mid-sequence or avoid being podded. Effect: Removes all safeguards of Aurora Ominae that prevent it from destroying the ship. Happy 10x doomsday damage to whoever's on grid ! Graphics: Bigger aura if that's even possible ? Special explosion effect on the titan would look nice.
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Captain Falcord
The Python Cartel
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Posted - 2008.06.08 21:40:00 -
[9]
Originally by: Stakhanov Edited by: Stakhanov on 08/06/2008 20:12:49 Who doesn't like daydreaming threads ? 90% of the thread in this forum section are similarly unrealistic and unlikely to be implemented anyway 
It's a good opportunity to discuss what constitutes the "soul" of a race's ship lineup. Here's my take for gallente :
-> Taranis Web Tether Cooldown: 1 minute Cost: Shields and MWD deactivated for the duration of the cycle. Effect: Any positive radial velocity the current webbed target has is added to the taranis , so that it is pulled along by ships trying to run away. Graphics: Light tractor beam effect.
-> Lachesis Warp Core Linking Cooldown: 5 minutes Cost: Disables warp and MWD for the duration of the cycle. Effect: Overloaded scramblers and disruptors become infinipoints. Very hazardous to use , but invaluable if you have proper support. Graphics: Lachesis infinipoints are bright red.
-> Arazu Sensor Focus Cooldown: 2 minutes Cost: Offlines shield and cloak for the duration of the cycle , halves lock range. Effect: Removes penalties associated with cloak and doubles the scan res. Targeting Systems Stabilizer rig halves the cooldown of this ability. Graphics: Green sensor boosting rings.
-> Megathron Magnetic Field Resonance Cooldown: 5 minutes Cost: Doubles the cpu use of magstabs , deactivates shield and MWD for the duration of the cycle. Effect: Removes stacking penalties on magstabs and hybrid rigs  Graphics: Red shield resist effect.
-> Hyperion Dynamic Nanite Control Cooldown: 5 minutes Cost: Doubles the nanite costs of repairs , halves drone bandwidth. Effect: Hyperion can repair active modules (at the cost of increased cap use for those) and twice faster than normal for all , making overload a more viable option for extended battles. Graphics: Dark blue armor repairing aura.
-> Moros Disruption Blasts Cooldown: 2 minutes Cost: A siege cycle's worth of strontium , each blaster consumes some while firing. Effect: Ion Siege Blasters have a chance to knock a ship's (not POS structure !) resist modules offline depending on hit quality - wrecking hits are sure to send spidertanking carriers packing. Graphics: Bigger impact on targets.
-> Thanatos Evac & Engage Cooldown: 10 minutes Cost: Bandwidth reduced to zero but becomes irrelevant for fighters (cannot order them anymore) , can only be triggered when less than half of your structure is left. Effect: Bees , angry bees ! Up to 25 fighters in your drone bay deploy and engage any legit target (things not in your fleet) that they can find , following them in warp as needed. If your armor goes above 50% , they will automatically disengage and fly back to your drone bay. Graphics: None needed !
-> Erebus Nihilism Cooldown: N/A Cost: Prevents you from cancelling self-destruct. Cannot eject mid-sequence or avoid being podded. Effect: Removes all safeguards of Aurora Ominae that prevent it from destroying the ship. Happy 10x doomsday damage to whoever's on grid ! Graphics: Bigger aura if that's even possible ? Special explosion effect on the titan would look nice.
Thanks for the nice ideas :D
Unique Ship Skills! |

Gabbot
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Posted - 2008.06.08 23:27:00 -
[10]
Deimos Ammo Ejac Cooldown: Ten minutes Cost:50% Hull; Can only be activated when being attacked by more than one ship. Effects:All active guns spew out ten rounds of ammo within one cycle, deactivating the cyclodron control systems causes the weapons to massively overheat and melt into the hull of the ship, causing damage to the hull and stopping the turrets from transversing. Graphics: The Deimos' bellend goes purple with a white aura at the tip.
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Jaketh Ivanes
Do Or Die And Live Or Try The Kano Organisation
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Posted - 2008.06.09 08:28:00 -
[11]
Edited by: Jaketh Ivanes on 09/06/2008 08:28:54 -> Punisher: Devine Intervention Cooldown: None, but requires character to be an Amarr. Cost: Your ship Effect: Target in focus is destroyed, but so is the Punisher, but the mighty hand of God.

Generally sounds like good ideas, but resembles WoW to much (and pretty much any other fantasy MMO out there).
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the thorn
Tres Viri
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Posted - 2008.06.09 09:02:00 -
[12]
Edited by: the thorn on 09/06/2008 09:02:35 -> Chimera: repression of hostility Cooldown: none. Cost: cannot use the shield booster and reduces the max locked targets to 0. can only be used when designated as squad/wing/fleet commander (or boooster?). Effect: capital shield transporters have a AoE on gang members. (like a inverse smartbomb with ~20km range)
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Grarr Dexx
Naval Protection Corp Intrepid Crossing
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Posted - 2008.06.09 10:05:00 -
[13]
Surrealistic. There is no 'magic' in the Eve universe. I think thermodynamics and speedmods already offer you enough 'special abilities'.
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BiggestT
Fun Inc Black-Out
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Posted - 2008.06.09 11:18:00 -
[14]
Manticore Payday Cost: Ship's enters non-reversible self-destruct Effect: Ship launchers 3 waves of cruise and 3 bombs  cooldown: none
Boost Field commands! they need love :( |

Lugburz
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Posted - 2008.06.09 12:16:00 -
[15]
Drake torp boat FTW!!!
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Arkanjuca
R.U.S.T.
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Posted - 2008.06.09 14:22:00 -
[16]
Typhoon Ability: Giant siege cannon Cost: 50% hull HP, your ship goes backward by 5000m/s Effect: you manage to activate the sikrit siege cannon inside the typhoon hitting any ship in front of you for 5000 kinetic and 9000 explosive dmg Graphic: a smart bomb in the front of the typhoon and a quad 3500m siege blast.
-- AF should be like HACs
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Conq Er
Sweetrock Mining
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Posted - 2008.06.09 16:47:00 -
[17]
Most of the features would severely increase lag. No, thanks.
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Captain Falcord
The Python Cartel
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Posted - 2008.06.11 14:02:00 -
[18]
Originally by: Arkanjuca Typhoon Ability: Giant siege cannon Cost: 50% hull HP, your ship goes backward by 5000m/s Effect: you manage to activate the sikrit siege cannon inside the typhoon hitting any ship in front of you for 5000 kinetic and 9000 explosive dmg Graphic: a smart bomb in the front of the typhoon and a quad 3500m siege blast.
I like this one :P Buccaneer cannon!! |

Captain Falcord
The Python Cartel
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Posted - 2008.06.11 14:03:00 -
[19]
Edited by: Captain Falcord on 11/06/2008 14:02:54
Originally by: Conq Er Most of the features would severely increase lag. No, thanks.
Quote: Please, don't discuss the reasons why it won't be implemented, I already know them, this is just a dreaming / fun project for us to show our ideas about what ships would do if they had a skill for themselves.
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Sandrinne Mirterois
Alenia Labs
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Posted - 2008.06.11 14:57:00 -
[20]
->Tempest
Freedom Sail
Cooldown:5min
Cost: like stealth bomber noone must have you locked. The sensor strenght goes to zero, and capacitor insta drain 50% total power (you can use it only if the odds are very bad and you hadn't already started fightin)
Effect: the ship insta-warp going in a deadspace safespot (can't be probed), there you can only warp to dock or to a gate... or wait...
Graphic Effect: the upper "sail" open itself rolling on it's staff in two parts (like when you open a book) each half stups at 45¦ from the ship main direction 
would be rally amazing! -------- ...qui repentius currunt.... don't need to tank =) |

Blind Jhon
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Posted - 2008.06.11 15:05:00 -
[21]
in my opinion it could be done.... but only on mechanical features of ships....
example incursus lance, tempest's sail.... (mining barge's flames ) vaga web immunity
scorpion's claw ..... apocalypse's nail
NOTkestrel's triple shots... punisher's hand of gos....
so only thing which helps your ship going out of trouble and most of all if you are not allready fitting WCS....
and maybe only for one of each ship classe's tier...

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DmitryEKT
R.H.I.N.O.
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Posted - 2008.06.14 21:42:00 -
[22]
Originally by: Jaketh Ivanes Edited by: Jaketh Ivanes on 09/06/2008 08:28:54 -> Punisher: Devine Intervention Cooldown: None, but requires character to be an Amarr. Cost: Your ship Effect: Target in focus is destroyed, but so is the Punisher, but the mighty hand of God.
So you're saying you want punishers to instakill titans at the cost of selfdestructing? ------------------ Screw God. In Chribba we trust! |

Valandril
Exiled. Un-Natural Selection
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Posted - 2008.06.14 22:02:00 -
[23]
Originally by: DmitryEKT
Originally by: Jaketh Ivanes Edited by: Jaketh Ivanes on 09/06/2008 08:28:54 -> Punisher: Devine Intervention Cooldown: None, but requires character to be an Amarr. Cost: Your ship Effect: Target in focus is destroyed, but so is the Punisher, but the mighty hand of God.
So you're saying you want punishers to instakill titans at the cost of selfdestructing?
To the punishers! ---
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