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: first : previous : ... 24 25 26 27 28 29 30 [31] 32 : last (32)

Author Topic

LaVoi
Posted - 2010.07.12 06:06:00 - [901]
 

*activates Necro lazers*
What? Cool Wtb Flagships in game!
YARRRR!!

Reais
Minmatar
Lynx Frontier Inc.
Posted - 2010.07.12 07:59:00 - [902]
 

Originally by: Balor Haliquin
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.


"Only" a 15% bonus in DPS over Standard BS. This goes against your whole idea of "less damage, more tank & uber command skills"

I think they should do at least 15% less dps than Standard BSs of their base, and have superior tanks to help withstand sustained fire. (Stay alive, let the mates do the killing and help them stay alive)

1600 RT
Posted - 2010.07.12 08:07:00 - [903]
 

i think the caldari combat flagship with 7 launchers and 2 bonus to dps would be a bit OP, the raven already do a lot of dps with only 6 launcher and 1 bonus.
expecially when the other combat ships are getting a bit nerfed changing their dps bonus from 5% to 3%

Reais
Minmatar
Lynx Frontier Inc.
Posted - 2010.07.12 08:07:00 - [904]
 

Originally by: Rjaiajik Kajvoril
Not really. It's powerful compared to other ships however when you consider you need a level of skill approaching that of a capital ship to pilot it it's really not that powerful when you really think about it.

Look at a dread or carrier, they have hundreds of thousands of HP where as the average battleship has what about 8 thousand... that's without tanking at all. If you can justify something with the "health" (for lack of a better word) of more than 200 battleships then you should be able to justify this ship for a very similar level of skill training.



My chars are about as skilled as they come... so yea, it sure would be nice if I could be all exclusive and justify having a gankmobile that is better in every single way than any ship in the BS class than can be fielded by anyone with less cash and SP than me. But in the interest of having a game that is playable and has some rock-paper-scissors to it: This ship is OVERPOWERED. It should not be better than a BS on its own. Its a fleet command ship - the only time it should be better is when its doing its thing within a fleet.

Reais
Minmatar
Lynx Frontier Inc.
Posted - 2010.07.12 08:36:00 - [905]
 

Originally by: Balor Haliquin
In all honesty im looking at what you prepose and not seeing show they would be a more effective fleet command ship. You are giving them bonuses to remote repair/energy transfer/shield transfer and cutting their guns in half. What is to prevent this ship from sitting in a tower in the system and just giving bonuses? As it stands they will fall apart just as fast as their T1 counterparts. They need a tank bonus to make them harder to kill. Not to mention a hit point boost. I like the remote repair gang bonus but realize that that already exsists in the form of gang warfare modules.

Also note that the tier 2 battleships already have a tech 2 version. Why do they need another one?

That being said im not against a battleships size logistics ship.


Perhaps we should look at the remote rep bonus in a different light. How about - to provide added survivability to the Flagship, you make it so it gets bonuses to the amount of repair it RECIEVES from remote reping.


I think this would make it more survivable - but only in a really small niche... I don't really like it all and all, but its just an idea to add to the dialogue.

Balor Haliquin
Amarr
Posted - 2010.07.21 23:06:00 - [906]
 

Sorry for the long absence on this page. There has been the small issue of a war going on and real life.

I think you misunderstand what I meant by 15% over the standard battleship. The standard battleships for tier 3 with a damage bonus get 5% per level. With battleships at level 5 that means a 25% bonus. With flagships, the ship gets a 3% bonus to damage. This means at level 5, the ships gets a 15% bonus. This make the ship have 10% less DPS. Also considering the more constrained fitting stats to work with. Yes you get an extra slot but with less CPU and PG. This means that it is harder to fit that extra Heat Sink or Gyrostabilizer. Considering the Command Ship is easily at the level of a battleship, I think that the flagship is not even approching the level of damage or tank of a capital. In fact I think there are some faction ships that could easily solo kill a flagship.

Okay I can see how the bonus to kinetic damage plus the rate if fire bonus is easily catching and passing the raven even if it is only with one damage type. I'll reduce the kinetic damage bonus to 3% per level or change it all together.

I am not sure that a bonus to amount repaired to ship would be feasible. I seem to remember an idea for a similar bonus and a dev commenting that the game simply does not work that way. In big fleet combat its always about static HP. The super self repairing ships just die too fast. The Hyperion almost never shows its face in numbers due to the inability to properly buffer tank it and have good DPS output.

I want the ships to be a brick wall of hit points but not impossible to burn through. By the best math I can do without the aid of EFT or other such programs, a Requiem could manage 875 DPS with drones and have about 250,000 effective HP with Tech 2 modules. But the fitting seems to be rather tight. That goes up against an Abaddon with 1080 DPS and 157,000 effective hit points for 1/5th the cost. Both have the same range and about the same mobility. If both ships engaged each other, all things being equile, the Abaddon would die but the Requiem would be in structure.

Keep up the input, ill try and change what I can and incorperate what I can to keep the idea rolling.

Jenna Fenlay
Posted - 2010.07.24 23:14:00 - [907]
 

So I read a few posts, then my eyes began to hurt. I apologize if my idea has already been posted.

I have a character trained to use as many command modules as a command ship can hold. That effectively means that my command ship will not see front-line action. I haven't been in a command role in a mega fleet fight yet, but I imagine that I would be hiding somewhere in space, warping around safe spots while passively giving everyone bonuses.

Why not have a whole new take on the flagship and instead of hiding in the back throwing out bonuses, the pilot can actually take the role of a flagship captain. In the same vein of Planetary Interaction, add a new interface to combat. Perhaps some kind of overlay that would allow the flagship captain to monitor the front-lines from his/her little hill. Some kind of game mechanic or drone or a link to another ship would allow this person to become master of the battlefield. Maybe the flagship can specifically target a few allied ships and give massive temporary bonuses to them.

Another of my ideas is to have fighter-sized logistic drones (for the warp drive). Carrier pilots can then assign them to the flagship which in turn can remotely heal other ships. Something else that comes to mind as I type is to have the flagship be able to mark way-points in space near the battle and give commands like "snipers set up position here" or "interdictors, fall back and await my signal".

Balor Haliquin
Amarr
Posted - 2010.07.26 03:40:00 - [908]
 

It has been my experience that Command Ships rarely if ever stay back from the main group and just give bonuses. In the end the vast majority of Command Ship pilot, myself included, fly the ship into combat because in the end its another ship that can put DPS on target and we are all massive kill mail *****. So the idea of command ships sitting at a safe tower some where seems to me to be the exception rather then the rule. In addition it should be said that the number of Command Ships leaving station and going into combat with nothing but tank and gank is far more common then Command Ships leaving station with warfare links and being put into gang position. This is what I would expect to see with the Flagships. Mostly people taking them out to go ganking with little concern about the fleet bonuses.

In that frame of mind, the ships would need to be significantly more geared towards the fleet bonuses. This is why all the ships have a stock fleet bonus that does not require any modules. In the same light, the ships don't nearly have the same level of upgrade that the Command Ships have. In fact the Command ships will be a lot faster and far more easy to maneuver then the Flagships due to size and mass. There was a lot of people over the course of the forums that pointed out how the original designs would overshadow the Command Ships. So a lot of nerfing took place to make them far more palatable and far less overpowered.

The idea of a new style of command infrastructure has been suggested before. However I think that is a change that should be put into the game through the fleet manager. I do not think that the Flagship, given current game mechanics, be able to apply such mechanic. As for making way points in space, well that is the job of a good covert ops pilot and or interceptor pilot making off grid bookmarked location. Its not easy but its a very quick and simple way to do it. A good fleet commander would make sure to have those book marks ready to go.

Good thinking, keep the ideas rolling in.

Balor Haliquin
Amarr
Posted - 2010.09.22 18:45:00 - [909]
 

*bump*

Malcofist Falconpunch
Posted - 2010.10.28 13:25:00 - [910]
 

Posting something that contributes.
Which is a bump.Twisted Evil

Ogogov
Gallente
Test Alliance Please Ignore
Posted - 2010.10.28 16:23:00 - [911]
 

A falloff bonus for Blasters - really??

Change to optimal range bonus.

Also info warfare link bonus is terrible and ought to be a Caldari bonus if anything (since, you know... Caldari ships a la Scorpion and Falcon actually use EWAR) but I suppose one faction has to get the stinker either way.

Insane Randomness
Posted - 2010.12.23 03:32:00 - [912]
 

Bump, cause of epicness...

Alvin Exe
Corporation.exe
Posted - 2010.12.23 16:00:00 - [913]
 

Bump of a cool and constructive thread.

Also, supporting.

Balor Haliquin
Amarr
Posted - 2010.12.27 20:59:00 - [914]
 

I have to agree with the irony of having Caldari ships use ECM yet in order to get a fleet bonus they have to use Gallente ships. I bit of an irony to say the least. As for the blaster bonuses, I'm only doing them that way because of presidence. All of the other Gallente ships that provide a bonus seem to do it with falloff. I could have overlooked something.

Thanks for the bumping of this thread. Sorry I have been rather busy lately and have not had tome to contribute to this thread. I will try and do some revisions when I have free time.

Balor Haliquin
Amarr
Posted - 2011.01.08 05:40:00 - [915]
 

After looking things over i have noted that the Tsunami is the only ship in the group that gets 2x Damage bonuses. This was pointed out to me before but i failed to see it. Expect this to change soon. Probably 5% bonus to to Explosion Velocity of Cruise Missiles and Torpedos per level. I was thinking about a range bonus but I'm not sure right now.

Glyken Touchon
Gallente
Independent Alchemists
Posted - 2011.01.08 11:19:00 - [916]
 

here's a bonus you may want to consider:
  • effectiveness of remote sensor boosters.


Bill Serkoff2
Posted - 2011.01.08 20:29:00 - [917]
 

I like all of these, specially the black, torp-spewing Abaddon. I approve of this thread.

Also, give the Minmatar missile ship cruise bonuses instead of torp? Maels tend to fit arties, which are long-range, lik cruises.

Balor Haliquin
Amarr
Posted - 2011.01.09 05:22:00 - [918]
 

Remote Sensor Boosting bonus has been given to the Gallente. It matches their race better.

I'm not entirely sure why I would give a missile bonus to a Minmatar gun boat. As far as I know the Minmatar completely lack a missile battleship. Well as in one that is designed around missiles.

Krystal Flores
Amarr
Missions Mining and Mayhem
Northern Coalition.
Posted - 2011.01.11 01:26:00 - [919]
 

I cant seem to think of anything cooler than a black, torp-spewing Abaddon, i dont think i can, its just that cool.

Bill Serkoff2
Posted - 2011.01.11 01:45:00 - [920]
 

Edited by: Bill Serkoff2 on 11/01/2011 01:46:41
Bamp.

Originally by: Balor Haliquin
Remote Sensor Boosting bonus has been given to the Gallente. It matches their race better.

I'm not entirely sure why I would give a missile bonus to a Minmatar gun boat. As far as I know the Minmatar completely lack a missile battleship. Well as in one that is designed around missiles.

Oh, whoops, I thought each race had a missiles flagship and a turret flagship.
Btw, Minmatar should have a missiles flagship.

Balor Haliquin
Amarr
Posted - 2011.01.11 17:49:00 - [921]
 

Well for only two races it makes sense to give them dedicated missile boats. Amarr have the Khanid ships which were all turned into some form of missile boat about 3 years ago. So hence the Amarr having one. The Caldari are based around missiles and in a sense the rail boats are the odd ships in their fleet. None the less any Ishukone ship is now always a rail boat, and any Kaalakiota boat is always a missile thrower. The Gallente don't have a missile boat, instead they have a Drone boat in the form of the ship from CreoDron. Finally we come to the Minmatar. I have been trying to figure out what the differences are between the three developers in the Minmatar Republic. But it really comes down to you have a choice of an Artillery ship, a Autocannon ship, or an Artillery ship. They really don't have a dedicated missile boat, but they have a few split weapon system ships (IE even missiles and turrets). But in the end all the T2 Minmatar ships tend to favor guns over missiles.

Bill Serkoff2
Posted - 2011.01.11 20:29:00 - [922]
 

Well then since the Amarr boat is torps, then the Caldari boat should be cruiser specialized, right?

Balor Haliquin
Amarr
Posted - 2011.01.13 16:44:00 - [923]
 

After going through and look at the bonuses Caldari tech 2 ships tend to get for missile boats, they do not seem to specify as specifically as Khanid ships. Khanid ships tend to really focus on on specific missile system, while Caldari ships tend to focus on a class of missiles. So allowing the Caldari a bonus to all of the battleship class missiles (Cruise Missiles and Torpedos) seems to be will within line.

Ysp Amai
Posted - 2011.03.29 22:48:00 - [924]
 

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: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level
Flagship Bonus: 5% 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, 15% bonus to Tracking Link and Tracking Computer effectiveness

Fitting slots: 8 high / 4 mid / 8 low / 2 rig
Power Grid: 20700
CPU: 530
Hard points: 8 Turret/0 Launcher
Shield HP: 6850
Shield Resistances: 0/65/52.5/20
Shield Recharge: 2500.00sec
Armor HP: 9300
Armor Resistances: 50/35/37.5/35
Hull HP: 8200
Velocity: 89m/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

Prerequisite Skills
Primary Skills Required
> Amarr Battleships V
-> Spaceship Command IV
-> Amarr Cruisers IV
--> Spaceship Command III
--> Amarr Frigates IV
---> Spaceship Command I

Secondary Skills Required
> Flagships
-> Warfare Link Specialist IV
--> Leadership V
-> Spaceship Command V

Tertiary Skills Required
> Command Ships IV
-> Heavy Assault Ships IV
--> Assault Ships IV
---> Engineering V
---> Mechanics V
---> Spaceship Command III
-> Advanced Weapon Upgrades IV
--> Weapon Upgrades V
-> Wing Commander IV
--> Leadership V

Name: Vanquisher
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 explosion velocity per level, 5% bonus to armor Resistances per level
Flagship Bonus: 5% 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 2 warfare link modules simultaneously

Fitting slots: 8 high / 5 mid / 7 low / 2 rig
Power Grid: 19500
CPU: 530
Hard points: 1 Turret/6 Launcher
Shield HP: 7650
Shield Resistances: 0/65/52.5/20
Shield Recharge: 2500.00sec
Armor HP: 8600
Armor Resistances: 50/35/37.5/35
Hull HP: 8100
Velocity: 89m/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: 8
Sensor Strength: Radar 22
Signature Radius: 480m
Scanner Resolution: 85
Inertial Modifier: 0.155
Propulsion Strength: Fusion 8

Prerequisite Skills
Primary Skills Required
> Amarr Battleships V
-> Spaceship Command IV
-> Amarr Cruisers IV
--> Spaceship Command III
--> Amarr Frigates IV
---> Spaceship Command I

Secondary Skills Required
> Flagships
-> Warfare Link Specialist IV
--> Leadership V
-> Spaceship Command V

Tertiary Skills Required
> Logistics IV
-> Spaceship Command III
-> Signature Analysis V
> Multitasking I
-> Targeting V
--> Electronics I
-> Long Range Targeting V
--> Electronics II
> Electronics V
-> Fleet Commander I
--> Wing Commander V
---> Leadership V

Balor Haliquin
Amarr
Posted - 2011.03.29 22:51:00 - [925]
 

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 level, 5% bonus to shield Resistances per skill level
Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to missile Explosion Velocity per level
Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to ECCM and Remote ECCM effectiveness

Fitting slots: 8 high / 7 mid / 5 low / 2 rig
Power Grid: 13500
CPU: 825
Hard points: 0 Turret/7 Launcher
Shield HP: 9550
Shield Resistances: 0/50/52.5/35
Shield Recharge: 2500.00
Armor HP: 6600
Armor Resistances: 50/10/37.5/60
Hull HP: 7700
Velocity: 89m/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

Prerequisite Skills
Primary Skill Required
> Caldari Battleships V
-> Spaceship Command IV
-> Caldari Cruisers IV
--> Spaceship Command III
--> Caldari Frigates IV
---> Spaceship Command I

Secondary Skills Required
> Flagships
-> Warfare Link Specialist IV
--> Leadership V (1)
-> Spaceship Command V

Tertiary Skills Required
> Command Ships IV
-> Heavy Assault Ships IV
--> Assault Ships IV
---> Engineering V
---> Mechanics V
---> Spaceship Command III
-> Advanced Weapon Upgrades IV
--> Weapon Upgrades V
-> Wing Commander IV
--> Leadership V

Name: Bastion
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: 5% 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 2 warfare link modules simultaneously

Fitting slots: 8 high / 6 mid / 6 low / 2 rig
Power Grid: 14900
CPU: 750
Hard points: 7 Turret/1 Launcher
Shield HP: 9550
Shield Resistances: 0/50/52.5/35
Shield Recharge: 2500.00
Armor HP: 6950
Armor Resistances: 50/10/37.5/60
Hull HP: 7350
Velocity: 89m/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: 8
Sensor Strength: Gravometric 24
Signature Radius: 510m
Scanner Resolution: 75
Inertial Modifier: 0.155
Propulsion Strength: Magpulse 7

Prerequisite Skills
Primary Skills Required
> Caldari Battleships V
-> Spaceship Command IV
-> Caldari Cruisers IV
--> Spaceship Command III
--> Caldari Frigates IV
---> Spaceship Command I

Secondary Skills Required
> Flagships
-> Warfare Link Specialist IV
--> Leadership V
-> Spaceship Command V

Tertiary Skills Required
> Logistics IV
-> Spaceship Command III
-> Signature Analysis V
> Multitasking I
-> Targeting V
--> Electronics I
-> Long Range Targeting V
--> Electronics II
> Electronics V
-> Fleet Commander I
--> Wing Commander V
---> Leadership V

Balor Haliquin
Amarr
Posted - 2011.03.29 22:53:00 - [926]
 

GALLENTE
Name: Athena
Hull: Hyperion
Role: Frontline Command Ship

Developer: Roden Shipyards
Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.

Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 5% bonus to armor resistances per level
Flagship Bonus: 5% 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, 15% bonus to Sensor Booster and Remote Sensor Booster effectiveness

Fitting slots: 8 high / 5 mid / 7 low / 2 rig
Power Grid: 15650
CPU: 570
Hard points: 8 Turret/0 Launcher
Shield HP: 7100
Shield Resistances: 0/50/55/32.5
Shield Recharge: 2500.00sec
Armor HP: 8550
Armor Resistances: 50/10/50/47.5
Hull HP: 9200
Velocity: 110m/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

Prerequisite Skills
Primary Skills Required
> Gallente Battleships V
-> Spaceship Command IV
-> Gallente Cruisers IV
--> Spaceship Command III
--> Gallente Frigates IV
---> Spaceship Command I

Secondary Skills Required
> Flagships
-> Warfare Link Specialist IV
--> Leadership V (1)
-> Spaceship Command V

Tertiary Skills Required
> Command Ships IV
-> Heavy Assault Ships IV
--> Assault Ships IV
---> Engineering V
---> Mechanics V
---> Spaceship Command III
-> Advanced Weapon Upgrades IV
--> Weapon Upgrades V
-> Wing Commander IV
--> Leadership V

Name: Artemis
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, 5% bonus to armor resistances per level
Flagship Bonus: 5% 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 2 warfare link modules simultaneously

Fitting slots: 8 high / 6 mid / 6 low / 2 rig
Power Grid: 14150
CPU: 570
Hard points: 6 Turret/1 Launcher
Shield HP: 7100
Shield Resistances: 0/50/55/32.5
Shield Recharge: 2500.00sec
Armor HP: 8800
Armor Resistances: 50/10/50/47.5
Hull HP: 8950
Velocity: 110m/s
Drone Bay: 175m^3
Drone Bandwidth: 125 MgBits/sec
Cargo Bay: 675m^3
Capacitor Capacity: 7200
Capacitor Recharge: 1500.00sec
Maximum Targeting Range: 65km
Maximum Lock: 8
Sensor Strength: Magnometric 23
Signature Radius: 495m
Scanner Resolution: 110
Inertial Modifier: 0.155
Propulsion Strength: Ion 8

Prerequisite Skills
Primary Skills Required
> Gallente Battleships V
-> Spaceship Command IV
-> Gallente Cruisers IV
--> Spaceship Command III
--> Gallente Frigates IV
---> Spaceship Command I

Secondary Skills Required
> Flagships
-> Warfare Link Specialist IV
--> Leadership V
-> Spaceship Command V

Tertiary Skills Required
> Logistics IV
-> Spaceship Command III
-> Signature Analysis V
> Multitasking I
-> Targeting V
--> Electronics I
-> Long Range Targeting V
--> Electronics II
> Electronics V
-> Fleet Commander I
--> Wing Commander V
---> Leadership V

Balor Haliquin
Amarr
Posted - 2011.03.29 22:55:00 - [927]
 

MINMATAR
Name: Lahar
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: 3% bonus to Large Projectile Turret damage per level, 5% bonus to shield resistances per level
Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 7.5% bonus to Large Projectile Turret falloff per level
Role Bonus: 99% reduction in CPU cost for warfare link modules, 15% bonus to Target Painter effectiveness

Fitting slots: 8 high / 6 mid / 6 low / 2 rig
Power Grid: 18700
CPU: 610
Hard points: 8 Turret/0 Launcher
Shield HP: 8400
Shield Resistances: 15/50/40/32.5
Shield Recharge: 2500.00sec
Armor HP: 7750
Armor Resistances: 75/10/25/35
Hull HP: 7200
Velocity: 94m/s
Drone Bay: 100m^3
Drone Bandwidth: 100 MgBits/sec
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

Prerequisite Skills
Primary Skills Required
> Minmatar Battleships V
-> Spaceship Command IV
-> Minmatar Cruisers IV
--> Spaceship Command III
--> Minmatar Frigates IV
---> Spaceship Command I

Secondary Skills Required
> Flagships
-> Warfare Link Specialist IV
--> Leadership V (1)
-> Spaceship Command V

Tertiary Skills Required
> Command Ships IV
-> Heavy Assault Ships IV
--> Assault Ships IV
---> Engineering V
---> Mechanics V
---> Spaceship Command III
-> Advanced Weapon Upgrades IV
--> Weapon Upgrades V
-> Wing Commander IV
--> Leadership 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 rate of fire per level, 5% bonus to shield resistances per level
Flagship Bonus: 5% 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 2 warfare link modules simultaneously

Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig
Power Grid: 18100
CPU: 610
Hard points: 6 Turret/1 Launcher
Shield HP: 8400
Shield Resistances: 15/50/40/32.5
Shield Recharge: 2500.00sec
Armor HP: 7750
Armor Resistances: 75/10/25/35
Hull HP: 7200
Velocity: 94m/s
Drone Bay: 100m^3
Drone Bandwidth: 100 MgBits/sec
Cargo Bay: 550 m^3
Capacitor Capacity: 6000
Capacitor Recharge: 1250.00sec
Maximum Targeting Range: 75km
Maximum Lock: 8
Sensor Strength: Ladar 21
Signature Radius: 470m
Scanner Resolution: 90
Inertial Modifier: 0.155
Propulsion Strength: Plasma 9

Prerequisite Skills
Primary Skills Required
> Minmatar Battleships V
-> Spaceship Command IV
-> Minmatar Cruisers IV
--> Spaceship Command III
--> Minmatar Frigates IV
---> Spaceship Command I

Secondary Skills Required
> Flagships
-> Warfare Link Specialist IV
--> Leadership V
-> Spaceship Command V

Tertiary Skills Required
> Logistics IV
-> Spaceship Command III
-> Signature Analysis V
> Multitasking I
-> Targeting V
--> Electronics I
-> Long Range Targeting V
--> Electronics II
> Electronics V
-> Fleet Commander I
--> Wing Commander V
---> Leadership V

Killiades
Caldari
Macabre Votum
Morsus Mihi
Posted - 2011.04.10 22:45:00 - [928]
 

good ideas mate, has my vote...

hope to see these introduced dude!

keep it up

Andski
GoonWaffe
Goonswarm Federation
Posted - 2011.04.11 13:09:00 - [929]
 

Love your idea, but "Tsunami" doesn't sound like a Caldari hull name.

In general, Caldari ships are named after creatures (real and mythical), Gallente ship names are from mythology (especially Greek), Amarr ship names are of biblical origin, and Minmatar ship names are all over the map (animals, weapons, Nordic mythology, ~violence~)

Tsunami would sound more like a Minmatar ship, to be honest. Something like "Shahrokh" would be more fitting.

Balor Haliquin
Amarr
Posted - 2011.04.13 19:23:00 - [930]
 

Edited by: Balor Haliquin on 13/04/2011 19:32:59
You do have a point about the name. I was more going for more the Japanese theme more then anything. Suggestions are welcome.

Yokai was just suggested


Pages: first : previous : ... 24 25 26 27 28 29 30 [31] 32 : 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