open All Channels
seplocked Features and Ideas Discussion
blankseplocked Tenders, sister to the logistics, v2.0 updated 24May2008
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: [1] 2 3

Author Topic

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.22 04:59:00 - [1]
 

Edited by: Nova Fox on 24/05/2008 11:54:21


Tender Ship
Teir 2 Logistic Ship

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


Alternative Options This may make or break the ship design.
  • To undermine enemy assaults by stealing thier ammo - still being considered
  • To be able to refit friendly ships in space - Removed for now

  • To provide additional heat venting in overloading states


Current Issues
  • Refitting in space - has been well argued and thought about, it may seem that this feature isnt meant for this subcapitol ship and is most likely to be removed

  • Ship size - I want to firmly remain in the cruiser class, making this ship bigger would make it more expensive and cause two problems, fewer people flying it and more people shooting it, to put it simple if you where a pirate and could only tackle one ship which one of the following would you lock down, interon, bustard, or a Rhea? most people would pick the rhea becuase they know its expensive on the hull alone even if it was carrying nothing.
  • Ammo Delivery Methood - Currently a launcher system now, packets are slow and can be intercepted by fast locking frigates


Bottom Line and Feedback
  • How useful are these ships? Is it too many bonuses spread out? or not enough?

  • Not appealing to the community to worth its flight ability or cost in invention and skill investement?

  • [*]Possible Improvements? Or simply too powerful?


So I would like to hear from you guys what you think. List complaints, problems and possible outlook and aspects.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.22 05:00:00 - [2]
 

Edited by: Nova Fox on 13/07/2008 05:35:14

Gallente Icelus

Hull: Exequror

Modified Extensivly for extrondinarly long deployments in hostile sectors, where resupply is an impossible arrangment. The Icelus stores and transports munitions for use thoughout the fleet when drones and ammo are deepleted. Also provides repairing damaged modules which are a must when the nearest pitstop is between you and a swarm of enemies waiting to see your end.

Developer: CreoDron
CreoDron Engineers where requested by the Gallente Navy to develop a ship for deep space ops to provide a means of restocking ammo and lost drones from battle without having to return to home stations. CreoDron Engineers fullfilled the requirements fullfilling a much needed ship for the efforts beyond the front lines.

Gallente Cruiser Skill Bonus: 5% Cargo Capacity Increase
Gallente Cruiser Skill Bonus 2: 50% Incrased Range to Tractor Beam, and Remote Hull Repairer Range and speed.

Logistics Skill Bonus: 2.5% Increased Flight Time and Velocity of Guided Munitions Packets
Logisitcs Skill Bonus 2: 2.0% Bonus to Armor Repair and Remote Module Repair amount and speed

Role Bonus: 50% Sensor Dampener Effectiveness on Combat Support Drones.
Role Bonus 2: 25% Bonus to Salvage Success Rate

Fittings
Powergrid 800
CPU 320
Calibration 200
rigs 2
low 5
med 2
high 4
launcher & turret 0

Stats

Shields 1250
EM damage resist 0
explosive resist 60
kenetic resist 85
thermal resist 60
Shield Recharge 1250 sec

Armor 1790
EM resist 60
explosive resist 10
kinetic resist 83.75
thermal resist 67.5

Hull 1200
Max velocity 180
Drone capacity 150m3
Cargo capacity 800m3
mass 14800000kg
volume 113000m3 packaged

Cap recharge 350sec
Capacitor 1400
Max Lock Range 70km max
locked targets 6
magnetometric sensor strength 20
sig rad 75m
scan res 395

===

Minmatar Scabbard
(desc same as above)

Hull: Scythe

Developer: Thukker Mix

The highly mobile lifestyle of the Thukker Mix, thier patrols are constantly ravished for good maintenance from any dock or hanger bay. The urgent need to have patrols reequipped and resuppled while out and about in the depths of space led to the devlopment of the Scabbard, the design so successful it inspired other empire's to develop similar platforms to support very remote patrols and taskfoces.

Minmatar Cruiser Skill Bonus: 5% Cargo Capacity Increase
Minmatar Cruiser Skill Bonus 2: 10% Increased Range to Tractor Beam, and Remote Hull Repair Range and Speed

Logistics Skill Bonus: 5% Increased Velocity of Guided Munitions Packets
Logistics Skill Bonus 2: 1.5% Bonus to Shield Repair, Armor Repair and Remote Module Repair amount and speed

Role Bonus: 50% Turret Disruption Bonus to Combat Support Drones
Role Bonus 2: 25% Bonus to Salvage Success Rate

Fittings
Power grid 620
CPU 500
Calibration 400

rigs 2
low 4
med 4
high 6

launcher & turret 0

Stats

Shields 1740
EM damage resist 75
explosive resist 50
kenetic resist 40
thermal resist 60
Shield Recharge 1250 sec

Armor 1690
EM resist 90
explosive resist 10
kinetic resist 25
thermal resist 67.5

Hull 1100
Max velocity 240
Drone capacity 150m3
Cargo capacity 720m3
mass 10200000kg
volume 89000m3 packaged

Cap recharge 275sec
Capacitor 1275
Max Lock Range 70km max
locked targets 6
Ladar sensor strength 19
sig rad 65m
scan res 385m

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.22 05:01:00 - [3]
 

Edited by: Nova Fox on 13/07/2008 05:31:28
Edited by: Nova Fox on 13/07/2008 05:29:42

Caldari Jabiru

Hull: Osprey

Developer: Kaalakiota
In the older days of Caldari compeitition, altenatives was sought to bolster the sales of the oversized missile systems which restricted caldari pilots form performing their tasks in a timely manner. Kallakiota began to develop on this ship to solve the many problems associated with missile use.

However when the missile micronization technologies bloomed, interests in this ship was lost and no further research was done.

Decades later Caldari influence was outgrowing its own development, thus extensive deepspace patrols where becoming more common. Kallakiota brought the design back out of retirement and updated to allow it to fit other ships in space and resupply thier ravished magazines.

Caldari Cruiser Bonus: 5% Cargo capacity Increase
Caldari Cruiser Bonus 2: 50% Increased Range to Tractor Beam and Remote Hull Repair Range and Speed.

Logistics Skill Bonus: 5% Increased Flight Time of Guided Munitions Packets
Logistics Skill Bonus 2: 2.0% Bonus to Shield Repair and Remote module amount and speed

Role Bonus: 50% Target Painting Bonus to Combat Support Drones
Role bonus 2: 25% bonus to Salvage Success Rate

Fittings

Grid 880
CPU 462
Cal 400

Rig 2
low 3
med 4
high 5

launcher & turret 0

Stats

Shields 2109
EM Resist 0
Explosive Resist 60
Kinetic Resist 70
Thermal Resist 80
Shield recharge 1,125.00sec

Armor 1266
EM resist 60
Explosive resist 10
Kinetic Resist 62.5
Thermal Resist 86.25

Hull 1000
Max velocity 190
Drone 150m
Cargo 550m3

Cap Recharge 335.00sec
Cap capacity 1275

Target Range 75km
Max Targets 7
grav sens str 18
sig rad 150m
scan res 210m

===

Amarr Tribute

Hull: Augoror

Developer: Khanid Innovations
When Khanid Innovations began to crank out missile technology weapon sytems, the concept of limited ammo became a harsh reality for many of thier pilots whom trained for years with the infinite endurance of laser weaponary. Not only was the ammo finite but it consumed rather copoius amounts of room in comparison to the cyrstals. Khanid had to re-evaluate thier sitation and began development, with help from the Caldari the Tribute was designed. Able to supply the kingdom with its large holds for spare missiles and refitting abilities has made the ship a staple in any fleet with khanid ships.

Amarr Cruiser Bonus: 5% Cargo Capacity Increase
Amarr Cruiser Bonus 2: 10% Increased Tractor Beam and Remote Hull Repair Range and Speed.

Logistics Skill Bonus: 5% Rate of Fire for the Remote Munitions Transfer Launcher
Logistics Skill Bonus 2: 3% Bonus to Armor Repair and Remote module amount and speed.

Role Bonus: 50% Neutralizer Bonus to Combat Support Drones
Role bonus 2: 25% bonus to Salvage Success Rate

Fittings

Grid 980
CPU 305
Cal 400

Rig 2
low 6
med 2
high 6

launcher & turret 0

Stats

Shields 1025
EM Resist 0
Explosive Resist 90
Kinetic Resist 70
Thermal Resist 20
Shield recharge 1,125.00sec

Armor 1266
EM resist 60
Explosive resist 80
Kinetic Resist 62.5
Thermal Resist 30

Hull 1200
Max velocity 185
Drone 150m
Cargo 620m3

Cap Recharge 335.00sec
Cap capacity 1600

Target Range 75km
Max Targets 6
radar sens str 17
sig rad 75m
scan res 220m

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.22 05:03:00 - [4]
 

Edited by: Nova Fox on 24/05/2008 12:14:24

Remote Munitions Transfer Launcher

Discription
This module is capable of launching Packets full of ammo to resupply ships in the heat of battle over a distance. Can also launch drones into player's drone bays.

Attributes
PG Fitting Cruiser Medium amount
CPU Fitting Cruiser High amount
Fitting Slot: High slot
Tech Level 1

Skill Requirements

Remote Resupply I
Mechanics III
Gravimetric Physics III
Gravimetric Physics III

Cycle Time 20 Seconds
Range 20kms

Overheat Effect: Cycle time reduced by 15%
Module HP: 20

Capacity: 50m
Charge Rate: 1

Charge Group: Guided Munitions Packets S, M, L
Charge Group 2: Tech 1 and Factional: Light Drones, Medium Drones, Heavy Drones, Support Drones, Logistics Drones, Sentry Drones

AutoReload: No
AutoFire: No
Reload Time: 10 seconds
Charge Group 1 will be put into targets cargo bay
Charge Group 2 will be put into targetís drone bay

Remote Munitions Transfer Launcher II

This module is capable of launching Packets full of ammo to resupply ships in the heat of battle over a distance. Can also launch drones into player's drone bays.

This module can also steal ammo from other ships provided it was empty when fired against the target, only 1 type of ammo would be stolen and only the amount able to fit in the Remote Munitions Transfer Line II would be stolen.

Attributes
PG Cruiser High fitting requirement
CPU Cruiser High fitting requirement
Fitting Slot: High slot
Tech Level 2

Skill Requirements

Remote Resupply V
Mechanics III
Gravimetric Physics III
Gravimetric Physics V

Cycle Time 16 Seconds
Range 25kms

Overheat Effect: Cycle time reduced by 15%
Module HP: 20

Capacity: 50m3

Charge Rate: 1
Charge Types: Guided Munitions Packets S,M,L
AutoReload: No
AutoFire: No
Reload Time 10 seconds

Capitol Remote Munitions Launcher

This module is capable of launching Packets full of ammo to resupply ships in the heat of battle over a distance. Can also launch drones into player's drone bays.

Designed for Carrier use only!

Attributes
PG Capitol Medium fitting requirement
CPU Capitol Medium fitting requirement
Fitting Slot: High slot
Tech Level 1

Skill Requirements

Remote Resupply V
Mechanics III
Gravimetric Physics III
Gravimetric Physics V

Cycle Time 40 Seconds
Range 50kms

Overheat Effect: Cycle time reduced by 15%
Module HP: 20

Capacity: 200m3

Charge Rate: 1
Charge Types: Guided Munitions Packets XL
AutoReload: No
AutoFire: No
Reload Time 10 seconds

Guided Munitions Packet
This ammo can load up various ammo supplies in a compact container for delivery to other ships

Sizes: Small, Medium, Large, Xtra Large
Volume: Small 10m3 Medium 25m3 Large 50m3 XL 200m3
Capacity: Small 20m3 Medium 50m3 100m3 XL 300m3
Type of Cargo Allowed: Ammo & Fuel
Velocity: 500m/s
Flight Time: 100secs
HP: 200
Sig Radius: 5m
Auto-Pickup Range: 3km

Guided Munitions Packet II
This ammo can load up various ammo supplies in a compact container for delivery to other ships

Sizes: Small, Medium, Large
Volume: Small 10m3 Medium 25m3 Large 50m3
Capacity: Small 20m3 Medium 50m3 100m3
Velocity: 600m/s
Flight Time: 120secs
HP: 400
Sig Radius: 5m
Auto-Pickup Range: 3km

Medium Tractor Beam

This finely tuned module can manipulate gravity fields, this module's complexities allow it to haul in far smaller objects takes the precise sensors of the Tender Class vessel the only ship capable of fitting it to haul in drones and even bodies of the deceased.

Activation cost: 15
Range: 25 km
Tractor Velocity: 300m/s
Fits only on: Tender
Target Groups allowed: Corpses, Wrecks, Cargo Containers, Drones

Havok Dryke
The Scope
Posted - 2008.04.22 05:05:00 - [5]
 

Edited by: Havok Dryke on 22/04/2008 05:06:32
As a support pilot, I heartily approve this thread Very Happy

Sounds good (Perhaps the Ammo transfer could be done with a specialized *push* tractor beam, only usable on this class), but If you're going to give the ship this much ability, you should seriously reduce or remove offensive capability. Perhaps the ability to deploy 5 Med drones, just enough to sic some ECM drones and allow escape.

Extend the ammo compression ability to things like cap charges, give large cargobay, and we might have a winner here Smile

Edit: Also give it some built in WCS and make it really expensive.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.22 05:17:00 - [6]
 

Edited by: Nova Fox on 22/04/2008 05:23:16
Edited by: Nova Fox on 22/04/2008 05:20:03
doh you broke my combo 5 i needed. oh well.

This also brings in the question of the remote munitions transfer module.

Basic stats i want for it is to be barely be able to transfer a cap battery. However as skills improve for the module and the ship youll be able to transfer a reload or two of the cap batteries.

Ammo Compression % is being toyed with we dont need to much compression or not enough.

Oh yeah the other thing is the skill requirements the science skill for tractor beam to 5 is alittel daunting and useless :S

Phant Zon
Minmatar
Merch Industrial
Goonswarm Federation
Posted - 2008.04.22 08:14:00 - [7]
 

Edited by: Phant Zon on 22/04/2008 08:15:24
This is a worthy idea if only for the munitions/fuel transfer ability alone, it always seemed patently rediculous that to re-arm say, a dread during a extended siege, one had to jettison a can of ammo or stront into space near its intended recipient. And lord knows people have been clamoring for a dedicated salvage ship since salvage was introduced.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.22 14:25:00 - [8]
 

Wow i didnt think it was that much needed. Wonder what more pilots have to say about it.

Anira
Minmatar
Chrysohelios
Posted - 2008.04.22 14:55:00 - [9]
 

Better just expand on the existing logistics ships - these Tender ships won't be any fun to fly.

As for the salvaging role, that's too narrow for a T2 hull also.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.22 16:12:00 - [10]
 

well its not real salvage ship either, but what more do you need when you are salvaging? tractor beam range,. check, savlage rate check.

I would be cool to expand current logistics ships but there isst number of bonuses youc an have for a ship.

Attack wise we could increase its drone ability to include hp and damage and racial trait, hp for amarr, speed for minmatar, range for caldari, and extra attack with gallente. Then we can expand this to include more bandwitdth allowing for heavy drones since this ship has no other fire power options.

This ship isnt really meant for onsite logistics but more for after the fact happened to patch up scratches the other logistic ship cannot deal with and to store loot and rearm any ships. If it where to have an on field purpos it would be to provide drone supriority and cap charges and bombs on the go.

Jurgen Cartis
Caldari
Interstellar Corporation of Exploration
Posted - 2008.04.22 21:20:00 - [11]
 

Originally by: Anira
Better just expand on the existing logistics ships - these Tender ships won't be any fun to fly.

As for the salvaging role, that's too narrow for a T2 hull also.


I can't see many pilots making use of these. Even Logistics hulls are underused despite their effectiveness. I suspect you'd see alts cropping up to use these though, just keep em cloaked during the fight and pop em out to dispense Cap 800s and fix up those overloaded guns afterward.

Typhado3
Minmatar
Posted - 2008.04.23 01:16:00 - [12]
 

Edited by: Typhado3 on 23/04/2008 01:32:01
in a long fight or if your gang is staying far away from home these ships could provide the support you need... however I'd make a few changes.

possibly: give it a large cargo hold, this would allow it to go to a fleet give out ammo pick up loot and go back home. just make sure it doesn't outsize the haulers.
possibly: cloak, wcs bonus... You would almost certainly be taking this ship through dangerous territory to get it to resupply those ships, no use in a ship that has no chance of making it there when it's filled with valuable ammo/loot.
giving it hull repair seems like a good idea as no ships can do this currently.
rather than ammo compression just give it a very large ammo bay that can only hold ammo, cap charges, nanite etc.
One thing that could make this ship very useful is the ability to refil a pilots drone bay, as once you are out of drones you pretty much need a station and you can't always find one in hostile territory.


one major change i'd make, but this is just me:
move the heat repair thing to a logistics frigate, the frigate would be capable of: heat repair, heat prevention (uses coolant), remote eccm, and remote sensor boosting. They wouldn't all be able to do that, each race would get a bonus to 2 of those things. They would be designed as an electronics support frigate.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.23 12:59:00 - [13]
 

Well im messing with a fine scale here.

The problem is this overall
Ship a is useless thus lets make it more useful, Ship A's usefulness is directly portional to Ship's A threat/target assesment value. If we make it to uber we get the issue of well it being more primaryable than the logistics.

Anyways other ideas being toyed around with

and yes the remote munitions transfer (rmt??? i might want to change the name) can reload drones into peoples bays.

Also alot of people dont seem to notice it but its capaible of providing fitting services for ships wanting to swap out modules due to different unexpected tatics withotu the need of hauiling carrier around to help out.

There currenly are no ammo bays if there was one Id use it instead and make it massivly large instead of compression ability.

This ship isnt really intended for solo roaming and its mostly based off currently existing logistics cruisers thus no wcs or cloak bonuses.

This ship can rival the lowest and highly unskilled industiral with expanders and rigs but the highly trained and rigged low end industrial willstill have it beat.

I was also thinking about adding a few new things to it possibly

RMT module may get a tech 2 version which could be used on ships to 'suck' up ammo when its empty (the RMT must be loaded with the desired ammo before its xfered, how much is based on its capacity) the vacume will not take ammo out of guns just only the cargo/drone bay.

The ship could get a class specific medium tractor beams instead and they could work on abandoned drones. Thus allowing it to pick up drones left behind by the enemy or friendlies and resupply them to the fleet quickly.

Another ability would be remote heat sinking, this however causes heat to form up on the giving ship.

Ive also consider adding more high slots 6-7 ish since it has no weapon slots to fit on the top row and limited powergrid wont see to many smartbombing tenders about.


Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.26 06:16:00 - [14]
 

Added the minmatar variant

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.28 03:00:00 - [15]
 

Edited by: Nova Fox on 28/04/2008 03:01:23
Is there anyway to dunno make imaginary ships in EFT? if there was Id make more accurate fitting results and toying around with the slots better.

Aside from that ran into an argument in the game

Basically they where arguing why should we get this ship when we have carriers?

Then again i do belvie the argument between this ship vs the carrier is very similar to the logistics vs the carrier, now would it be cool if carriers got the abilities of this ship maybe.

Tek'a Rain
Gallente
Collegium Mechanicae
Posted - 2008.04.28 03:32:00 - [16]
 

I have been pondering a shipclass much like you describe.

However, instead of adding new functions (remote transfer of ammo, drones) I would rather see it use something like the Carrier system, allowing refitting in space from onboard bays. This streamlines its function and saves on "new" code and such needed.

Build it on a large cruiser hull, or tier 2 BC hull. Give it the Corp storage bay like a Carrier and the refitting functions. Bonuses to remote repair would be grand, Probably stick with the racial types? Ship skills would involve Logistics tree and something else? no Capital skills.

Personally, I wouldn't shoehorn these boats into being salvage specialists as well. I think thats an important enough roll that we really should see a decent, Dedicated salvage boat.

Oh, as for the carrier roll of ships.. In my little dreamship, It would have just enough room to carry a handful of frigates or perhaps a single Indy. A bit of a sticking point for some, I know, but I feel there is room for the mini-carrier/Collier ship in Eve to support mobile operations in hi-sec And low/null-sec, so being able to keep a minimal spare on hand is key.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.29 09:44:00 - [17]
 

added the Remote Munitions Transfer Lines modules in post 4

Astria Tiphareth
Caldari
24th Imperial Crusade
Posted - 2008.04.29 10:22:00 - [18]
 

Edited by: Astria Tiphareth on 29/04/2008 10:25:13
Given the introduction of the Marauder class, a ship aimed at solo long-range operations away from base, it seems sensible to extend the notion to a ship to support long-range fleet operations.

A ship aimed at resupplying fleets, cleaning up (very nice idea), and what logistics can do on top of that, seems a superb idea. Resupplying mid-fight by 'beaming' ammo to other ships seems a bit hard to explain in the canon of EVE, but I'm sure something can be found somewhere to explain how it's done Smile.

The question of why not use a carrier seems to be covered by scale and cost. Sure a carrier & logistics ships combined, possibly with a jump freighter handy, could do this job, but is that too big? What scale of fleet and cost would you aim this ship at?

If you're out in a gang of 10-20 roaming for a long time and want to have resupply handy, would you really commit a capital ship to that sort of role? What if it's lost? Cost to replace seems the big determining factor.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.29 10:43:00 - [19]
 

yeah that was my argument against carriers, nanogangs may love this ship as it would jet more cap battieries to fuel thier mwds. and jumping a carrier for every little fight you get into gets bothersome espeically if you go out of range or even worse, run out of fuel. I wouldnt mind seeing a carrier have similar functions as this ship and be superior on a capitol scale in doing this job but the tech 2 cruiser would be far more deployable and cheaper and with new rules changes to the jump portals and cyno jammers comming soon the carrier use in defensive logicstics will be more limited.

Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2008.04.29 10:56:00 - [20]
 

I think that a classical industrial hull with parameters much like blockade runners (but no built in stabs) would fit better.

No need to add abstract ammo compression if You can just have reasonably good cargo (6000?), preferably in form of corp hangar. And T2 industrials are graphically compatible with good cargo.

With corp hangar, theres not much coding for CCP, its alreday implemented with carriers and works well.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.04.29 11:37:00 - [21]
 

Edited by: Nova Fox on 29/04/2008 11:46:05
Proposition of using an industrial has some pluses to it but also drawbacks.

As you said more crago room to definetly play with and possibly a corporate hanger.

However this does a few things
1 may require a new skill for the ship isntead of using the currently already existing logistics skill and another for the ReMuTaL

2 the ship would be based on the base industrial alot more, a ship class not known for going fast, nor being survivable.

3 Ive been in a few corps where having a corp hanger on your own ship is ill advisable as they can put stuff there you yourself may not be allowed to touch.


My next option (if ammo compression is to much) would have a new bay called ammo and only certain ships (or all) would have them such as this and capitols so that fitting cargo expanders wouldnt increase ammo supply but fitting magazines would allow devs a blancing option (like limiting cap batteries available on ships) however adding an ammo bay to all ships will be a hellish nightmare

Also cargo room overall is a funny thing to play with as this ship would allow refitting near it I dont want this ship to carry to many spare fittings this would increase its threatened value. If the ship is more attuned to carry ammo instead of valuable refitting cargo the first striking this ship may only minorly annoy the team fielding the ship where having tech 2 loaded into the bay ship would be more of a wallet drain at that point.

Also most industrials donnot have drone bays this ship's class only offensive option which I may limit to 25mbits it seems.

Kittamaru
Gallente
Northstar Cabal
R.A.G.E
Posted - 2008.05.05 14:21:00 - [22]
 

*BUMP*

Awesome suggestion!

Prochura
Posted - 2008.05.05 16:58:00 - [23]
 

There is already a T2 support cruiser, maybe you can make it T2 BS-size? In other words, very expensive..

000Hunter000
Gallente
Missiles 'R' Us
Posted - 2008.05.05 17:18:00 - [24]
 

Oooh, well thought out! i like it! Very Happy

Balor Haliquin
Amarr
Posted - 2008.05.05 17:23:00 - [25]
 

Wow, awesome idea Nova. However i have some sugestions.

1) turn the ships into T2 Tier 1 battleships, i can't think of a ship more apt for the support role for the gallente navy than the domonix.
2) the Remote Ammo Transfer is awesome, but i dont think you need to have it upgraded dependent of level of the skill. Thats why there are T1, named and T2. They should only ybe used to transfer, not remove from other ships. I think thats an exploit waiting to happen.
3) When can we see what ou have in store for the Amarr and Caldari?

ohh yah and /signed

sgt carlini
Caldari
State Protectorate
Posted - 2008.05.05 17:38:00 - [26]
 

I could be being n00ny but:

What about lasers? As far as I'm aware they don't need much ammo that can't be carried. It would be sad to give the ammar a ship that transfers ammo that isn't needed. Maybe make give it a bonus to cap charge transfer since ammar use lots of cap?
Sorry if this has already been mentioned.

I really like this idea. Could we see a mining support variant?

Balor Haliquin
Amarr
Posted - 2008.05.05 18:06:00 - [27]
 

The thing with lasers is that the already technical have a ammo transfer. Lasers use cap as their primary ammo type, so energy transfers are good for making sure the keep running. As for increasing cap recharge rate, that the domain of the titans. It is a very powerful bonus because it effects the fleet. AS for crystals, the take up next to no room and break rarely for standards, faction break ever 5,000-10,000, and T2s break in 4,000 or less shots.

Lusulpher
Gallente
Posted - 2008.05.06 03:27:00 - [28]
 

To keep your loss/risk ratio down, these ships can't have a model bigger than BC. Logistic Cruisers seem like they would need this big brother model, so t2 BCs seem the route...

They need to change the CommandShip models of BCs to the 2nd model in the class anyway, these Tender ships could easily be the former Vulture model, etc. Let the best CommandShip look like the Drake. \o/

And the salvage bonus sounds nice, but I still see those bastard Destroyers as get that bonus due to their size/agility in the field already. Medium tractor idea rocks.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.05.06 04:11:00 - [29]
 

Quote:
There is already a T2 support cruiser, maybe you can make it T2 BS-size? In other words, very expensive.


Before the hictor there was 2 ships per tech 2 cruiser class except for the logistics one.
Majority of tech 2 hulls have 2 ships per race in each catagory with varyiating roles, the only current tech 2 ships without multiple variants/developers are interdictors, hictors, and jump freighters (mining exhumers dont count) so i wanted to give the logisitcs cruiser a sister class ship to work with it, not a bigger brother if you will

The other reason why not a tech 2 battleship because of cost and the eventual plan to make a capitol RMTL for carriers. The price conflict between the two would favor the carrier's use instead over the tech 2 battelship not a good thing to have happen and youd be stepping on the toes of a role of a ship of equal expense and lesser performance, thus if it where battleship size its popularity would be quite low.

third reason why not a battleship is because the nature of the ship, its supposed to support patrol ships thus it HAS to keep up with smaller attack wolf packs (firgate squads) and desrons (Destroyer/cruiser squadrons)

fourth reason why not a battleship is the combat threat value, combat nesseicty value, and finacial risk values all have to be balanced, if you bring a tech 2 battleship into the fight its is very likely to get primaried on financial risk value alone. combat threat value is applied to ships such as the scorpion, while combat nessecity value is common amonst any ship found on the front lines, its all a odd balance, but financial risk must be balanced against the other two values so that 1 the ship is somewhat of a threat but not enough to warrent the first thing shot down, 2 encourage pilots to fly it front line because the risk is low enough to not get primaried and 3 not make pilots feel to bad losing or flying one.


Quote:
1) turn the ships into T2 Tier 1 battleships, i can't think of a ship more apt for the support role for the gallente navy than the domonix.
2) the Remote Ammo Transfer is awesome, but i dont think you need to have it upgraded dependent of level of the skill. Thats why there are T1, named and T2. They should only ybe used to transfer, not remove from other ships. I think thats an exploit waiting to happen.
3) When can we see what ou have in store for the Amarr and Caldari?


1) I rather not, see above why and I would also rather see a command/support (field genration) ship combo for the battleship tier 3 ships and other teirs to at least take 2 per t2 class of ships like a covert ops hyperion and a flagship hyperion a mauradering dominix (100% drone effectivenes :P) and a flagship megathron.
2) the module capacity bonuses was to be an incintive to train logistics ship and the skill needed for the module itself and it was supposed to gain benifits, I hate seeing skills like jury rigging that does nothing at lvl 5, also metalevel items could be introduced and capacity will be a key factor in different metalevels.
3) Caldari enroute looking for a developer but got a story for the development and tweaking around with midslot layout on all ships right now because they dont need the ewar navigation and secondary engineering need to limit those options and also it would make the layout more approiate for a cruiser instead.

Quote:
What about lasers?


Laser crystals are xferable but imo only one at a time in the RTML to prevent over shooting to many of them, the uses are explained above in other posters replies however are valid and that xfering lasery crystals isnt that big of a deal or nessecary unless the pilots are forgetful to bring varied ranged ammo.

Quote:
I really like this idea. Could we see a mining support variant?


Can you interate on that? like do you mean one to resupply mining crystals and lost mining drones? if thats the case you're already covered RMTL will xfer those items

Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.05.06 10:43:00 - [30]
 

Edited by: Nova Fox on 06/05/2008 10:44:56
Added caldari ship addressed some concerns and professionalized the posts a bit with color and bullets.


Pages: [1] 2 3

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