open All Channels
seplocked Features and Ideas Discussion
blankseplocked New Ship Idea: Flagship (Tech 2 Battleships)
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: [1] 2 3 4 5 6 7 8 9 ... : last (32)

Author Topic

Balor Haliquin
Amarr
Posted - 2007.12.13 21:54:00 - [1]
 

Edited by: Balor Haliquin on 29/03/2011 22:58:39
Edited by: Balor Haliquin on 29/04/2010 22:27:36
Flagships
The concept of this ship class is to make a larger evolution of the command ship. Instead of simply creating larger ones, the people in the forum thread and I have blended the bonuses and stats to make the ships more command oriented then straight up combat. Possessing a less powerful version of the Titans fleet bonuses, and the ability to fit and use warfare links, allows medium to large fleets the support they need to fight hard targets or fly unsupported by capital ships. Flagships are heavily tanked battleships the sacrifice their firepower for added fleet effectiveness. They are not a slouch on damage but are less effective at the task then their base versions. The advantage these bring to the battle field is simple. Fleets operating in space that restricts the use of capital ships, such as cyno-jammed space or wormholes, would be made more survivable. The assaulting of towers in high sec would also be made far easier. These ships are limited in how many warfare links they can use. And their agility and speed in space is far worse then the current Command Ships. Thus they are more of geared for larger engagements rather then small roaming gangs.

Frontline Command Ships
In a continued evolution of the command and control platform, the flagship is specifically designed for operation in the thick of large battle. Flown by highly skilled commanders, they add better damage control functions with a massive command and control suite to help turn the tide of battle. Frontline command ships are designed to operate along with the main fleet in the line of battle. Focusing more on damage output and endurance then command and control.

Theater Command Ship
In a continued evolution of the command and control platform, the flagship is specifically designed for operation in the thick of large battle. Flown by highly skilled commanders, they add better damage control functions with a massive command and control suite to help turn the tide of battle. Theater command ships focus on advanced command and control functions to guide the fleet through the battle. Generally operating away from the front line and operating in an assisting position.

Tech 2 resistance bonuses
A bonus of +15% and +12.5% are added to specific armor and shields. These are boosted to the race specific areas. For example it would be Thermal primary and Kinetic secondary for Caldari.

Ship bonuses
Ships have a slightly reduced version of their base ships bonuses. More often then not itís a reduction to their damage output rather then tank. This is for balance as to prevent the ships from taking over the role of mission runner or make the tier 3 battleships completely obsolete. They also receive a fleet bonus that only comes into effect when they are in a fleet and they are the assigned bonus ship. Other then that some of the ships have been modified to fit in their design forms, Khanid ships are missile throwers instead of laser boats for example.

Stats Bonus
All ships have a larger signature radius and slightly lower sensor capabilities. Their maximum targets number is reduced to 6 targets at once. The rest of the stat changes are individual to each ship and can be viewed through the links below.

NOTE: Current versions (Version 22) of the Flagships are here.
AMARR
CALDARI
GALLENTE
MINMATAR

Balor Haliquin
Amarr
Posted - 2007.12.13 21:55:00 - [2]
 

Edited by: Balor Haliquin on 21/04/2008 16:03:43
Flagship
Flagships are designed for use in large fleet combat situations as the central command vessel for the fleet in a system. They depend on their massive defenses 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 unprecedented tactical advantage. These ships are the pride of any navy in the field.

Balor Haliquin
Amarr
Posted - 2007.12.13 21:56:00 - [3]
 

Edited by: Balor Haliquin on 04/01/2008 17:28:21
*THIS VERSION IS OBSOLETE*
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 Resitances per level
Flagship Bonus: 5% reduction in Large Energy Turret Capacitor cost per level, 5% bonus to Large Energy Turret rate of fire
Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels

Fitting slots: 8/4/8/2
Power Grid: 2100
CPU: 560
Hardpoints: 8 Turret/0 Launcher
Shield HP: 6850
Shield Resitances: 0/60/40/20
Shield Recharge: 2500.00sec
Armor HP: 8750
Armor Resitances: 60/35/37.5/35
Hull HP: 8000
Velocity: 120m/s
Drone Bay: 75m^3s
Drone Bandwith: 75 Mgbits/sec
Cargo Bay: 675m^3
Capacitor Capcity: 6375
Capacitor Recharge: 1,250.00sec

Name: Oblivion
Hull: Abaddon
Role: Fleet Command Ship

Developer: Khanid Inovations
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: 10% bonus to Torpedo velocity per level, 5% bonus to armor Resitances per level
Flagship Bonus: 10% bonus to armor hit points per level, 3% bonus to effectiveness of armored warfare links moduel per level
Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels, activate 3 warfare link moduels simultaniously

Fitting slots: 8/5/7/2
Power Grid: 2100s
CPU: 560s
Hardpoints: 2 Turret/8 Launcher
Shield HP: 7350s
Shield Resitances: 0/60/40/20
Shield Recharge: 2500.00sec
Armor HP: 8150s
Armor Resitances: 60/20/25/35s
Hull HP: 8000
Velocity: 110m/s
Drone Bay: 100m^3s
Drone Bandwith: 100 Mgbits/sec
Cargo Bay: 625m^3
Capacitor Capcity: 6375s
Capacitor Recharge: 1,250.00sec

Balor Haliquin
Amarr
Posted - 2007.12.13 21:58:00 - [4]
 

Edited by: Balor Haliquin on 04/01/2008 17:28:38
*THIS VERSION IS OBSOLETE*
CALDARI
Name: Tsuname
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: 10% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resitances per skill level
Flagship Bonus: 5% bonus to Large Hybrid Turret rate of fire per level, 5% bonus to Large Hybrid Turret capacitor requirement per level
Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels

Fitting slots: 8/6/5/2
Power Grid: 15000
CPU: 780
Hardpoints: 8 Turret/2 Launcher
Shield HP: 9000
Shield Resitances: 15/60/40/32.5
Shield Recharge: 2500.00
Armor HP: 6500
Armor Resitances: 60/10/25/45
Hull HP: 8000
Velocity: 115m/s
Drone Bay: 50m^3
Drone Bandwith: 50 Mgbits/sec
Cargo Bay: 625m^3
Capacitor Capcity: 6000
Capacitor Recharge: 1250.00sec

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: 10% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resitances per skill level
Flagship Bonus: 5% bonus to Large Hybrid Turret optimal range per level, 3% bonus to seige warfare link moduel effectiveness per level
Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels, activate 3 warfare link moduels simultaniously

Fitting slots: 8/6/5/2
Power Grid: 15000
CPU: 780
Hardpoints: 8 Turret/4 Launcher
Shield HP: 9000
Shield Resitances: 15/60/40/32.5
Shield Recharge: 2500.00
Armor HP: 6750
Armor Resitances: 60/10/25/45
Hull HP: 7750
Velocity: 110m/s
Drone Bay: 50m^3
Drone Bandwith: 50 Mgbits/sec
Cargo Bay: 625m^3
Capacitor Capcity: 6000
Capacitor Recharge: 1250.00sec

Balor Haliquin
Amarr
Posted - 2007.12.13 21:59:00 - [5]
 

Edited by: Balor Haliquin on 04/01/2008 17:28:54
*THIS VERSION IS OBSOLETE*
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: 5% bonus to Large Hybrid Turret damage per level, 5% bonus to Large Hybrid Turret falloff per level
Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels

Fitting slots: 8/5/7/2
Power Grid: 15750
CPU: 600
Hardpoints: 8 Turret/1 Launcher
Shield HP: 7000
Shield Resitances: 0/60/40/20
Shield Recharge: 2500.00sec
Armor HP: 8350
Armor Resitances: 60/10/50/47.5
Hull HP: 8650
Velocity: 130m/s
Drone Bay: 100m^3
Drone Bandwith: 100 Mgbits/sec
Cargo Bay: 675m^3
Capacitor Capcity: 7200
Capacitor Recharge: 1500.00sec

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 moduel effectiveness per level
Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels, activate 3 warfare link moduels simultaniously

Fitting slots: 8/6/6/2
Power Grid: 15750
CPU: 600
Hardpoints: 8 Turret/1 Launcher
Shield HP: 7000
Shield Resitances: 0/60/40/20
Shield Recharge: 2500.00sec
Armor HP: 8500
Armor Resitances: 60/10/50/47.5
Hull HP: 8500
Velocity: 130m/s
Drone Bay: 100m^3
Drone Bandwith: 100 Mgbits/sec
Cargo Bay: 675m^3
Capacitor Capcity: 7200
Capacitor Recharge: 1500.00sec

Balor Haliquin
Amarr
Posted - 2007.12.13 22:00:00 - [6]
 

Edited by: Balor Haliquin on 04/01/2008 17:29:21
*THIS VERSION IS OBSOLETE*
MINMATAR
Name: Confligration
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 ammount 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 moduels

Fitting slots: 8/6/6/2
Power Grid: 21000
CPU: 640
Hardpoints: 8 Turret/3 Launcher
Shield HP: 7500
Shield Resitances: 15/60/40/32.5
Shield Recharge: 2500.00sec
Armor HP: 8000
Armor Resitances: 70/10/25/35
Hull HP: 8500
Velocity: 115m/s
Drone Bay: 100m/3
Drone Bandwith: 100m^3
Cargo Bay: 550 m^s
Capacitor Capcity: 6000
Capacitor Recharge: 1250.00sec

Name: Halbred
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 ammount per level
Flagship Bonus: 7.5% bonus to Large Projectile Turret trcaking velocity per level, 3% bonus to scermish warfare link moduel effectiveness per level
Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels, activate 3 warfare link moduels simultaniously

Fitting slots: 8/7/5/2
Power Grid: 21000
CPU: 640
Hardpoints: 8 Turret/3 Launcher
Shield HP: 8150
Shield Resitances: 15/60/40/32.5
Shield Recharge: 2500.00sec
Armor HP: 7350
Armor Resitances: 70/10/25/35
Hull HP: 8500
Velocity: 115m/s
Drone Bay: 100m/3
Drone Bandwith: 100m^3
Cargo Bay: 550 m^s
Capacitor Capcity: 6000
Capacitor Recharge: 1250.00sec

Rjaiajik Kajvoril
Amarr
Cloak and Daggers
SMASH Alliance
Posted - 2007.12.13 22:14:00 - [7]
 

I must say, a nice idea.

They would bridge a gap I see between Command Ships and Carriers. I can see these things being really very useful.

Rashmika Sky
Amarr
R. Sky Escorts
Posted - 2007.12.13 22:19:00 - [8]
 

Edited by: Rashmika Sky on 13/12/2007 22:20:31
Originally by: Balor Haliquin
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 Resitances per level
Flagship Bonus: 5% reduction in Large Energy Turret Capacitor cost per level, 5% bonus to Large Energy Turret rate of fire
Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels

Fitting slots: 8/4/8/2
Power Grid: 2100
CPU: 560
Hardpoints: 8 Turret/0 Launcher
Shield HP: 6850
Shield Resitances: 0/60/40/20
Shield Recharge: 2500.00sec
Armor HP: 8750
Armor Resitances: 60/35/37.5/35
Hull HP: 8000
Velocity: 120m/s
Drone Bay: 75m^3s
Drone Bandwith: 75 Mgbits/sec
Cargo Bay: 675m^3
Capacitor Capcity: 6375
Capacitor Recharge: 1,250.00sec

Name: Oblivion
Hull: Abaddon
Role: Fleet Command Ship

Developer: Khanid Inovations
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: 10% bonus to Torpedo velocity per level, 5% bonus to armor Resitances per level
Flagship Bonus: 10% bonus to armor hit points per level, 3% bonus to effectiveness of armored warfare links moduel per level
Command Ship Bonus: 99% reduction in cpu cost for warfare link moduels, activate 3 warfare link moduels simultaniously

Fitting slots: 8/5/7/2
Power Grid: 2100s
CPU: 560s
Hardpoints: 2 Turret/8 Launcher
Shield HP: 7350s
Shield Resitances: 0/60/40/20
Shield Recharge: 2500.00sec
Armor HP: 8150s
Armor Resitances: 60/20/25/35s
Hull HP: 8000
Velocity: 110m/s
Drone Bay: 100m^3s
Drone Bandwith: 100 Mgbits/sec
Cargo Bay: 625m^3
Capacitor Capcity: 6375s
Capacitor Recharge: 1,250.00sec


The 5% reduction to laser cap on the Requiem should be 10%, that's the standard for that bonus. Also, the powergrid on both of these ships should be 21000, not 2100.

Both of these ships are scary - Abaddon with 8 lows and a rate of fire bonus, with or without the -10% to cap/level? Or an Abaddon with launchers (no cap use) and 5 mid slots, and +50% armor?

I'd hate to run into any of the Flagships (for any race) by myself in probably any ship. I think it's likely your designs are overpowered - Command ships aren't, because they don't do battleship level damage. These things surpass battleship damage and tank and provide bonuses on top of it...

-Rash

Korran Minare
Gallente
Neo Corp
Darkstar Conglomerate
Posted - 2007.12.13 22:21:00 - [9]
 

Edited by: Korran Minare on 13/12/2007 22:24:49
very very well thought out and laid out. /signed

Although the Drone bandwith on the CreoDrone ship should be 125 mgbits/sec and drone bay should be 125m3 to start with due to it being made by CreoDrone as they are the big drone company, otherwise these things would be wicked on the battlefield

Rjaiajik Kajvoril
Amarr
Cloak and Daggers
SMASH Alliance
Posted - 2007.12.13 22:28:00 - [10]
 

Edited by: Rjaiajik Kajvoril on 13/12/2007 22:30:23
I would agree with the above post. Bandwidth and Drone Bay should probably increase for those ships.

As for them being overpowered, I don't think they are.

I think they are Flagships. Exactly what they should be, only barely below capital ships in force. They should be the kind of things that can take on 3-4 battleships singlehandedly and win hands down.

We need ships like these in EVE. The jump from Battleship to Capital Ship is much to big, we need something that is an effective middle ground, and this is it.

Balor Haliquin
Amarr
Posted - 2007.12.13 22:31:00 - [11]
 

My appologies, the abaddon should say 21000 power grid. Th reason i didn't want to give the the CreDron ship more Mgbits/sec than 100 was to prevent it from being the gank ship of the world. With 125 it could field nothing but heavies, so instead i gave it a sustanible flow of drones.

And yes my intention was to bridge the gap between Command ships and Capital class ships. The combat ready one for dreads, and the electronics one for carriers.

Balor Haliquin
Amarr
Posted - 2007.12.13 22:53:00 - [12]
 

I would like to avoid making the be all end all ship, maybe take on two Battleships at once and have a good chance of comming out on top. Or even two other command ships, but not be a fleet destroying solo ship. Thats why i left all the fitting stats the way they were, so people don't build instant win ships unless they dump a load of cash into the ship.

And Here is the suggested Skill tree for the Flagship. Of course its going to have to change per the ship and the requirements there of.

Primary Skill required
> Heavy Command Ship I
-> Battleship V
-> Command Ship IV
-> Spaceship Command V
--> Heavy Assault Ship IV
--> Cruiser V
---> Assault Ship IV
---> Frigate V

Secondary Skill required
> Leadership V
-> Weapon Upgrade V
-> Advanced Weapon Upgrade III
--> Mechanics V
--> Engineering V
--> Gunnery/Missle V

Tertiary Skill required
> Navigation V
> Evasive Maneuvering V
> Long Ranger Targeting V
> Targeting V

Rjaiajik Kajvoril
Amarr
Cloak and Daggers
SMASH Alliance
Posted - 2007.12.13 23:10:00 - [13]
 

I would consider adding the following skill requirements to these Behemoths.

Warfare Link Specialist V
Fleet Command I
- Wing Command V

This would make the ships become what it really should be and that's a Fleet Ship.

No-one will train Leadership V, Wing Command V, Warfare Link Specialist V and Fleet Command if they're not going to be leading a fleet. It will make them fulfill a role as opposed to just being bigger and better battleships.

Something to think about at least.

Balor Haliquin
Amarr
Posted - 2007.12.13 23:15:00 - [14]
 

good point, that would make sence, "Wing Command V" and "Fleet Command I" will do

Rjaiajik Kajvoril
Amarr
Cloak and Daggers
SMASH Alliance
Posted - 2007.12.13 23:22:00 - [15]
 

Edited by: Rjaiajik Kajvoril on 13/12/2007 23:23:30
I hope CCP takes a serious look at this topic now because honestly this is one of the best ideas I've seen in this forum in a good long while.

This will make fleet warfare more tactical, something that CCP have always said they have wanted and provide an end point other than a capital ship for someone to aim for.

PS: Kudos on the names. Very nice. I particularly like the Amarr names, as an Amarr pilot I feel the names have to feel just right, and these certainly do.

Sanctus Maleficus
Lambent Enterprises
Enforcers of Serenity
Posted - 2007.12.13 23:34:00 - [16]
 

Edited by: Sanctus Maleficus on 13/12/2007 23:36:03
I like this idea alot.

I do have a few suggestions. First of all, as with T2 BC's, the two command ships should differ in their skill requirements. The Fleet style command ships should lean more on leadership skills, while the more combat oriented ships should lean more on combat skills, of course.

Also, I think it would be nice if the Fleet-style ones had a better bonus to gang modules.

Something like: 5% bonus to <race-related> warfare link modules per level, 2% bonus to <another races> warfare link modules per level. May run 5 modules at one time.

I think these ships should tank like CRAZY but not really deal out too much damage (they wont with that many gang mods running anyway). I think they should be at that grey area of where they're valuable enough to call primary, but its ALMOST not worth it because of how tough they are.

Balor Haliquin
Amarr
Posted - 2007.12.13 23:44:00 - [17]
 

this was exactly my intention, they are tough, but not imortal. As far as DPS they are about 15% better then standard Battleship and about 10% more than a Command Ship.

I was going to try and do all the skill requirements for all of the ships but as it took me about 6 hours of calculating all the stats based off of the Battle Cruiser to Command Ship leap. And doing that for all the races plus balancing bonuses . I decided to just do basic skills that prity much all of the Heavy Command Ships would need. I'll have the full skill requirements that i can come up with as soon as i have free time.

Thanks for the complement on the names. The only one im not happy with is the Minmatar fleet ship, the Halbred just does not seem to do it justice.. was gonna call it the Standard, as in Battle Standard. But alass i went with Halbred for some reason.

Rjaiajik Kajvoril
Amarr
Cloak and Daggers
SMASH Alliance
Posted - 2007.12.13 23:52:00 - [18]
 

I actually agree with the warfare link module idea. I think it would make them yet more specialised.

Maybe have the following as the Flagship bonuses for each race.

Amarr - +20% to Armoured Warfare skill bonus per level. 5% bonus to Armoured Warfare link modules per level.

Caldari - +20% to Siege Warfare skill bonus per level. 5% bonus to Siege Warfare link modules per level.

Gellente - +20% to Information Warfare skill bonus per level. 5% bonus to Information Warfare link modules per level.

Minmatar - +20% to Skirmish Warfare skill bonus per level. 5% bonus to Skirmish Warfare link modules per level.

If you had the skill Flagship V (I think a better name than Heavy Command Ship V). You would be getting double the bonus for your racial warfare skill and a 25% bonus to your racial warfare link modules, making your race now come into play a little more as well.

What do people think. Interesting change?

Rjaiajik Kajvoril
Amarr
Cloak and Daggers
SMASH Alliance
Posted - 2007.12.13 23:55:00 - [19]
 

Originally by: Balor Haliquin

Thanks for the complement on the names. The only one im not happy with is the Minmatar fleet ship, the Halbred just does not seem to do it justice.. was gonna call it the Standard, as in Battle Standard. But alass i went with Halbred for some reason.


Perhaps the name Ensign would work. It's the name for the flag that a standard bearer carries into war.

Balor Haliquin
Amarr
Posted - 2007.12.14 00:03:00 - [20]
 

to be perfectly honest i would like to avoid the bonuses above, im a believer of the K.I.S.S enginieering principle. Or the Keep It Simple Stupid idea. Its a good idea but way to much hassle to balance.

Rjaiajik Kajvoril
Amarr
Cloak and Daggers
SMASH Alliance
Posted - 2007.12.14 00:11:00 - [21]
 

Well it's standardized so it's not exactly unbalancing for any one race and it gives massive fleet bonuses which is what a fleet ship should do.

Example.

Having any other ship leading an Amarr fleet into battle with full Armoured Warfare skill will provide a bonus, passed down to the Wingmen of +10% to Armour HP. If he's in a flagship this becomes a +20% to Armour HP bonus.

Now unless the Wingmen are also in Flagships the Squad Commanders and normal Soilders will still only be getting +10% to Armour HP (assuming the Wingmen also have that same skill).

I can see it being a big advantage, but not hugely unbalancing. Also it stops the Flagship from being a better damage dealer than the Battleships. It should lead by moral not superior firepower. It should make the whole fleet as a whole seem better and more powerful, not just be a scary big ship in the middle that everyone has to gank.

That's just my opinion though. I think it would be very interesting to see if they would work. Especially as it would be impossible to get all 4 racial bonuses on any one fleet. Only one guy can lead the fleet so only one Flagship can pass on the bonuses, meaning you have to choose.

It'll add a new dynamic I think.

Balor Haliquin
Amarr
Posted - 2007.12.14 00:18:00 - [22]
 

Good point, but i think the way i have setup the ships will make it easier for CCP to look at and consider. Besides if trends in pricing for tech 2 ships are to be continued. You are looking at a 500,000,000isk to 750,000,000isk ship. So even more exclusive, but priced right between a tier 3 Battleship (180,000,000isk Abaddon) and a Dreadnought (about 1,000,000,000isk Revelation) of course these pricea are aproximate and subject to huge variability.

Rjaiajik Kajvoril
Amarr
Cloak and Daggers
SMASH Alliance
Posted - 2007.12.14 00:25:00 - [23]
 

I would value them at the 350-550mil ISK mark based on capabilities and use. Fleet ships costing more than that would be too big an investment. Besides the real investment isn't the ISK it's the time spent on all those skills. So many level 5 skills, you'd be looking at spending 200+ days training to get one of those ships... that's pretty close to the training time needed for a dreadnought.

These ships don't need to be expensive because it would take someone of a specific drive to want to go for them. A normal lone person would be more likely to train for a dreadnought or carrier as they have more PvP/Fleet/Corp potential for only another month spent training.

Really it's a moot point though as I'm sure CCP would price it up themselves based on a much more sophisticated equation.

Korran Minare
Gallente
Neo Corp
Darkstar Conglomerate
Posted - 2007.12.14 05:04:00 - [24]
 

Originally by: Balor Haliquin
My appologies, the abaddon should say 21000 power grid. Th reason i didn't want to give the the CreDron ship more Mgbits/sec than 100 was to prevent it from being the gank ship of the world. With 125 it could field nothing but heavies, so instead i gave it a sustanible flow of drones.

And yes my intention was to bridge the gap between Command ships and Capital class ships. The combat ready one for dreads, and the electronics one for carriers.


ok i can understand that, but if you keep it at 100, then a standard T1 Domi can field more drones than this one and out damage it. However by giving it 125 then it could field the same ammount as a domi but still only be able to have 2 flights of heavies with skills maxed by the way and that would take time. Or swap hulls and have the CreoDrone ship be based off of the Domi hull instead of the Hyperion, thoughts??

Balor Haliquin
Amarr
Posted - 2007.12.14 05:58:00 - [25]
 

As far as hull choice, i wanted to keep it in line with other T2 ships of the same type. I would consider doing the upgrade on the Artimus to 125m^3 and 125 Mgbits/sec but i don't want them to become instant gank mobiles that rule everything. Keeping the ship from having the massive wing of drones and ensuring a very good tank makes sure the ship survives longer to do its job in supporting the other ships in its fleet.

The Dominix is already used in the sin. wanted to do it for the Tier 3 battleships.

Rjaiajik Kajvoril
Amarr
Cloak and Daggers
SMASH Alliance
Posted - 2007.12.14 06:25:00 - [26]
 

With all fairness, the Artimus is supposed to be a tech 2 Gellente battleship. If there's one thing that Gellente do better than anyone else it's drones and considering this ship is actually designed by a drone manufacturing company it would make sense that it was better at using drones than any other Flagship. It doesn't have to be perfect. It having only enough room for one set of Heavy drones would be good, but being able to actually field a full set of Heavies makes sense.

Eleana Tomelac
Gallente
Eclats de verre
Posted - 2007.12.14 10:43:00 - [27]
 

Edited by: Eleana Tomelac on 14/12/2007 10:44:44
This is not a bad idea, but everything seems to focus much on firepower... Overpowered may be the word maybe, But I have no idea of their survival abilities and the overall damage output, would need to be checked closer.

Originally by: Balor Haliquin
And Here is the suggested Skill tree for the Flagship. Of course its going to have to change per the ship and the requirements there of.


I think you mistaked a bit in the required skill tree, the three prerequired are not build as usual, here is a new one that should be eve-compliant :

Primary Skill required
> Heavy Command Ships I
->Command Ships IV
-->Battlecruisers V
--->Spaceship Command IV
-->Warfare Link Specialist IV
--->Leadership V
-->Spaceship Command V (up to here, it's the command ships skill tree)
(from here, the other needed skills for Heavy Command ships skill, anythign can be added)
->Fleet Command IV (as being a flagship)
-->Wing Command V
--->Leadership V
->Warfare link specialist V (as being a big link ship)
-->Leadership V
(Can add other things from AWU 5 to advanced spaceship command, but this doesn't sound too releveant)

(This is the Battleship 5 requirement which is different on every heavy command ship)
Secondary skill required
>Racial Battleship V
->Spaceship command IV
->Racial cruiser IV
-->Spaceship command III
-->Racial frigate IV
--->Spaceship command I

Tertiary Skill required (the field/fleet command ship difference, one level higher than the command ship)
>Logistics V
->Spaceship Command III
->Signature Analysis V
-->Electronics I
->Long Range Targeting V
-->Electronics II

OR

>Heavy Assault Ships V
->Assault Ships IV
-->Spaceship Command III
-->Engineering V
-->Mechanic V
->Weapon Upgrades V
-->Gunnery II
->Spaceship Command V


CynoCyber
Caldari
StarLine Express
Posted - 2007.12.14 12:05:00 - [28]
 

extra 5% bonus for range at rokh hull is better can be changed to 5% damage. its has already very long range so no need 1 more bonus.

7shining7one7
Posted - 2007.12.14 12:08:00 - [29]
 

Edited by: 7shining7one7 on 14/12/2007 12:10:57
sounds like a great idea. nice writeup.

if ccp picked up quicker on some of the ideas in the forums from time to time, and discarded the undocumented epic whine posts, eve would be 10x better than it currently is.

oh yeah and they need to stop fracking trying to making another game untill eve is a LOT better..

Pacal Balan
Minmatar
Encina Technologies
Posted - 2007.12.14 12:34:00 - [30]
 

Hmmm?

Yes, I'm also on the band wagon thinking this is a very good idea. Let us hope the teflon-heads in the CCP are taking a good look at this thread and playing with it as a possibility.

Thereís good reasoning for this idea and I'm all for specialisation, it gives pilots in EVE something to really work for and not just be a clone of another pilot. Nothing worse than listening to someone bleating on about how many ships they can pilot because of easy training. This kind of idea here deals with just this, and that can only make EVE even more special a place. Smile

Lastly, when you look at the additions of ships in Trinity, I think the CCP understands fully well that there is a want for specialisation, so why not this area too?

Nice one Balor.





Pages: [1] 2 3 4 5 6 7 8 9 ... : last (32)

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only