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Temitten
Posted - 2009.03.16 23:17:00 - [31]
 

I would like, for the legion, an offensive subsystem with really high damage (plenty of hardpoints, more damage bonus than the current ones, or maybe rate of fire), but no cap use bonus. The mini-abaddon we've been longing for if you will.
For electronics (any and all ships) the ability to fit an interdiction sphere launcher would be cool.
Defensive subsystems that decrease pg and/or cpu requirement to fit plates/shield extenders as appropriate.
Propulsion systems with slow (like 110-120 m/s) base speed but immunity to web.
Finally for engineering subsystems I would like proper logistics bonuses, cap use reduction (and preferably a solid range bonus) for medium armor/shield transfer mods.

Oh as for loki/tengu and proteus offensive subsystem 4, it would be best with a sizeable smartbomb damage bonus as well as cap use reduction.

IceAero
Amarr
Shadow Company
Posted - 2009.03.17 00:01:00 - [32]
 

Originally by: Temitten
I would like, for the legion, an offensive subsystem with really high damage (plenty of hardpoints, more damage bonus than the current ones, or maybe rate of fire), but no cap use bonus. The mini-abaddon we've been longing for if you will.



This will never happen, I don't think CCP will let these T3 cruisers out damage the tier 2 BCs...

Originally by: Temitten

For electronics (any and all ships) the ability to fit an interdiction sphere launcher would be cool.



This won't happen either, and I pray it never does.

Originally by: Temitten

Defensive subsystems that decrease pg and/or cpu requirement to fit plates/shield extenders as appropriate.



Not a bad idea, but you already have a Hp bonus subsystem...

Originally by: Temitten

Propulsion systems with slow (like 110-120 m/s) base speed but immunity to web.



Not fair.

Originally by: Temitten

Finally for engineering subsystems I would like proper logistics bonuses, cap use reduction (and preferably a solid range bonus) for medium armor/shield transfer mods.



I agree, read my ideas for the engineering/defensive subsystems.

Originally by: Temitten

Oh as for loki/tengu and proteus offensive subsystem 4, it would be best with a sizeable smartbomb damage bonus as well as cap use reduction.



uh...explain?

Jettisoned Can
Jenova's Witnesses
Posted - 2009.03.17 00:19:00 - [33]
 

Edited by: Jettisoned Can on 18/03/2009 08:51:41
Edited by: Jettisoned Can on 17/03/2009 00:23:10
Some of these have already been mentioned, but:

Gallente Electronics:
+5 km drone control range per level
+25 mb/s drone bandwidth
+50 m3 drone capacity
3 mids, 0 lows
Increases drone bandwidth at the expense of a low

Amarr Engineering:
+10 km nos/neut range per level
1 high, 2 low

All race electronics:
-100% targeting delay after cloaking
+125% cloaked velocity per level
1 high (for cloak), 3 mid
Can fit covert ops cyno

All race engineering:
+125% remote armor (Amarr, Proteous) shield (Loki, Tengu) transfer range per level
1 high, 2 low

Minmatar propulsion:
Increased effectiveness of stasis webifiers
1 mid

Amarr offensive:
7.5% HAM launcher RoF per level
+20% missile velocity per level
5 launchers
5 high, 1 low

Caldari offensive:
7.5% Assault launcher RoF per level
10% missile velocity per level
10% missile explosion velocity per level
7 launchers (damage bonus only applies to assault launchers)
6 high (loses a mid versus other systems) Edit: If a electronics subsystem or propulsion subsystem are introduced that offer a high slot (cloaking subsystem) this will have to be changed to 5 high 1 mid

Gallente propulsion:
+120% cargo capacity per level
1 low

Siu Supjee
Posted - 2009.03.17 01:38:00 - [34]
 

Legion and Loki should get Electronics modules with CPU bonus, equivalent to the Tengu and Proteus modules.

Merin Ryskin
Peregrine Industries
Posted - 2009.03.17 02:07:00 - [35]
 

Edited by: Merin Ryskin on 17/03/2009 02:15:36
Ok, so as awesome as a covops cloak subsystem would be, I doubt we're ever going to see it, so I have two suggestions:


1) Pirate faction subsystems. One per race, giving them the special ability of the appropriate faction cruiser. RP it as the sleepers borrowing from wrecked pirate ships that wandered down the wrong wormhole.

Tengu - Sanshas Hardpoint Optimization (Offensive)

+5 high
+3 turrets
+ 100% medium energy turret damage
+ 7.5% medium energy turret tracking/level
+ 7.5% medium energy turret ROF/level

+X grid (to allow grid-hungry lasers on a ship meant for missiles)

Legion - Blood Paralyzation Enhancements (Electronics)

+10% NOS/neut drain/level
+10% web range/level

+1 or +2 high (undecided)
+X grid (enough to fit 1 or 2 nos/neuts, as appropriate)

CPU, slot bonuses to be decided later

Proteus - Serpentis Nanofiber Upgrades (Propulsion)

+1 mid, +1 low
-X% mass/level (or +X% speed/agility per level, if mass reduction is no longer allowed)


Unfortunately this leaves Minmatar kind of lacking, since the Minmatar faction cruisers are really just Minmatar ships with a better looking model. +20% to looking really ****ing awesome per level really isn't too valuable in combat, sadly. So if there's no better Minmatar option, change the Gallente one and it might work:

Proteus - Guristas ReallyCoolMissileWord (Offensive)

+7.5% missile ROF/level
+7.5% medium hybrid ROF/level
+10% missile velocity/level

+6 high
+4 launchers, +4 turrets
+ X CPU (to allow proper missile setups on a Gallente ship)


Loki - Serpentis HeyLookI'mABlasterVagabond Upgrades (Offensive)

+10% medium hybrid turret damage/level
+10% medium hybrid turret falloff/level or +10% medium hybrid turret tracking/level

50m3 drone bay, 50m3 bandwidth
+5 high
+5 turrets
+X grid (allow proper blaster setups on a ship meant for ACs)



2) Gang mods. I second this proposal, gang mods on a T3 ship would be awesome. Make it an electronics subsystem, appropriate slot and CPU bonuses for the race. Example:

Tengu - Fleet Coordination Module (Electronics)

+3% siege warfare link effectiveness/level

100% reduction in warfare link module fitting requirements (rather than let people just take +200 grid, +50 CPU and skip the gang module)

+1 high
+3 mid
+1 low

+460 CPU

Kaileen Starsong
Amarr
Veto.
Veto Corp
Posted - 2009.03.17 02:52:00 - [36]
 

Originally by: Merin Ryskin

2) Gang mods. I second this proposal, gang mods on a T3 ship would be awesome. Make it an electronics subsystem, appropriate slot and CPU bonuses for the race. Example:



Quoting this. Also would like to see offracial sensor types Surprised

Aequitas Veritas
NibbleTek
Pandemic Legion
Posted - 2009.03.17 06:25:00 - [37]
 

Originally by: Kaileen Starsong
Originally by: Merin Ryskin

2) Gang mods. I second this proposal, gang mods on a T3 ship would be awesome. Make it an electronics subsystem, appropriate slot and CPU bonuses for the race. Example:



Quoting this. Also would like to see offracial sensor types Surprised


Ability to use commandlinks would be awesome indeed! :)

ShadowGod56
Posted - 2009.03.17 07:05:00 - [38]
 

Originally by: IceAero
Edited by: IceAero on 16/03/2009 21:56:55
FINALLY COMPLETE (<3 you Nozh)

STUFF

[/u]



very good ideas

Sendinal Cortere
Deep Ore Refining
Posted - 2009.03.17 08:00:00 - [39]
 

Throw a bone to the people that will make t3 possible. The w-space explorers.


Engineering subsystems seems the best fit.


Gas cloud harvesting bonus
A 10% yield bonus per level will make a Harvester I at skill V will harvest 15m3 per cycle so 5 more of the common, 1 more of the mid, and 0 of the rare.
A Harvester II 10 more, 2 more, and 1 more.

1 harvester II, with a fully gang-boosted cycle time(22.5% decrease), and max subsystem skill
Hourly yield(rounded down)
Common: 2064 vs 3096
Mid: 516 vs 722 (odd due to size of fullerites)
Rare: 206 vs 309

I hope my math is right. In my defense it's 3 in the morning.

Don't think it's over the top, but not sure about the booster market effectsugh. If that's a concern drop it down to 5% per level.


Either alone will drive down the cost while upping the demand of t3 hulls and subsystems. We know how far the miners will go for that extra % yieldugh. The fact that they'll be used by dedicated explorers/harvesters in 0.0, with delayed local means juicy targets as wellYARRRR!!


















Artassaut
Minmatar
Shadow Striders
Property Management Solutions
Posted - 2009.03.17 08:48:00 - [40]
 

Electronics Subsystem 4:
500% increase to onboard scanner range. Cosmic Signatures, Ships, Drones/Probes and Structures added to scan list.
20-40 Scan Strength

What explorer wouldn't want a built in probe system? Probably not implementable since the removal of POS system scanners, but I can hope.

Temitten
Posted - 2009.03.17 09:01:00 - [41]
 

Originally by: IceAero

Originally by: Temitten

Propulsion systems with slow (like 110-120 m/s) base speed but immunity to web.



Not fair.




I believe perhaps you consider this unfair because one of the races gets bonuses to webs which would be rendered useless?
Maybe so, but consider this: (I base my argument here on the state of t3 ships a couple of days before release, I realize they got a bit mixed up after that, but I believe this to still be valid)
There are subsystems which will get you long locking range (in fact all of them did before..) thus making dampeners all but useless. There are subsystems with high sensor strength thus reducing the likelihood of getting hurt by ecm. There are for all races (assuming legion gets their HAM subsystem) the ability to fit the ships main weapon system invulnerable to tracking disruptors and/or cap warfare. In fact it is in all cases possible to fit the entire ship invulnerable to cap warfare (well proteus will struggle slightly.. but anyway there is an offensive subsystem which gives no bonus to hybrids, only drones). And you could argue that the mwd sig decrease bonus acts as a counter to target painters... All we lack is some sort of resistance to webs and to warp scramblers (the latter would be most game breaking indeed if it were introduced, the first would be fine).

CrestoftheStars
Caldari
Recreation Of The World
Posted - 2009.03.17 10:10:00 - [42]
 

something that exchange x% shield/armour hp + x% shield/armor rep per lvl, but increases the rof and x% damege accordingly.
letting you make a class cannon if this is your main coal

Amy Wang
Posted - 2009.03.17 11:52:00 - [43]
 

I like the idea of a electronic subsystem allowing the fitting of a covert cloak.

However it should come with penalties, -2highs - 2weapon hardpoints, -drone bandwidth, maybe +1 med or low to compensate.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.03.17 11:54:00 - [44]
 

Assault Ideas

Overlord Electronics, when coating the standard electronics sensors with new receptionatory coatings and enahncing the comptuers handeling them to take up the increase of informational traffic. When combined with a command link module the computers are now able to analyze everything on the battlefield and can easily interface with other ships, allowing them to save power, shift defenses, or pintpoint weaknesses in enemy formations just as effeciently as a command ship.

Floodgate Offensive
This system uses advanced grid, elevator, cpu hookup mountings to allow multiple bomb launchers and accelrates thier rate of fire, however it doesnt program it as well as the native bomb launchers on a stealthbomber and cannot fine tune thier explosion thus resulting in a smaller size and lesser damage. But refire rates and *****bility make up for it.


Anti-interdiction Navigation
Using a highly exotic form of navigation no known traditional means exist to counter it fully, this decreases the effectiveness of webbers, and warp scramblers on MWDs, and strengthens the core very marginally. However the extra mesh of defenses leaves wanting for more navigation slots that are lost in the installation.

Fortified Engineering
By surrounding the nearby reactor firewall with a honeycombed armor the core is able to retain far more of its energy even when outside forces react on it such as nuetralizers, however the cost that the ship its' attached cannot coax energy easily from it either.

Regenative Defense subsystems
This system surrounds the ship with an angry swarm of repair nanites, they flood any cracks in the hull and armor and form sheets of themselves along the shields effectivly increasing the amount of defenses available at a constant repair rate. However the nanite factory and controller are massive peices of equipment taking up room normally reserved for other tanking modules and electronics.

Recon Ideas:

Silent Navigation
New whispering thrusters are highly effecient in ebbing local space to help squeeze the ship along allowing faster acceleration, cloaked navigation, and warp speeds.

Subspace Stabilzation Enginneering
Using the ships own power core to help generate the subspace distrubance greatly reduces the catalyst fuel required to open rifts in space because of this there is now more room in the cargo bay.

Spectrum Electronics
New computer meta-matrixes allows the main computer of a ship to rapid swap between functions and roles without impacting other systems signifcantly including shifting from covert cloaking to scanning them down.

Phasic Defense
By saturating the highly asorbent armors with radiation from cloaking this plating greatly reduces cap available but pays off by providing a significanly reduced signature size, the technology behind this however leaves very little room or other defensive systems and amplyfing any other defensive effort would be counter productive. Goes well with other signature reducing systems.

Slipstreamed Offense
Delaying the rate of fire and draining power from the primary mechanism its possible to overcharge and ionize rounds before sending them on thier way in creating a extremly highly powerful attacks with a massive alpha strike, perfect for 'assinations'. However this has a limited number of offensive slots and barrows an enginnerring slot and a stuctural slot in order to keep the weapons from falling off when they fire.

Roemy Schneider
Vanishing Point.
Posted - 2009.03.17 12:11:00 - [45]
 

defensive, all races
+2 meds
+25% range to remote sensor booster and remote eccm optimals
+5% effectiveness of "

// defensive so it can be combined with the sensor strength electro sub and can't be tanked with some weird resistance bonuses, exploiting the "extra" med slot in some cases


altough i'd rather leave this kinda thing for a second row/tier of logistics that each could also offer the other remote rep system

FireFoxx80
Caldari
Caldari Provisions
Posted - 2009.03.17 12:43:00 - [46]
 

Edited by: FireFoxx80 on 17/03/2009 12:44:23
I'd like to start seeing truly unique ships - a wildcard which could really throw in a WTF?! moment to a fight.

For example, and for no particular race:

Subsystem to allow you to fit oversized weapons, with increased damage, at expense of manoeuvrability and defences.
-2 high slots:
+400 PG per level
-10% (increase) in Large Hybrid/Energy/Projectile/Cruise/Torp Launcher Rate of Fire. per level.
+50% increase in Large Hybrid/Energy/Projectile/Cruise/Torp Launcher Damage per level.
-35% shields
-35% armour
-35% velocity

Subsystem that gives you the ability to fit bomb launchers (as mentioned elsewhere).
+5% bomb damage per level.

Subsystem to carry a handful of fighters, at expense of all other offensive capability:
0 Turrets
0 Launchers
-3 High Slots
+500m3 drone bay

And so on. Simply ships which think 'outside the box', and unique to each race. Sure there's going to be imbalance, but as long as the ships aren't wtfsolopwnmobiles, there's not a massive concern.

IceAero
Amarr
Shadow Company
Posted - 2009.03.17 13:43:00 - [47]
 

Originally by: Amy Wang
I like the idea of a electronic subsystem allowing the fitting of a covert cloak.

However it should come with penalties, -2highs - 2weapon hardpoints, -drone bandwidth, maybe +1 med or low to compensate.


If you think about it, the way I did it, it already comes with -1 high (you gotta fit the thing) and -1 hard point (because you don't have spare high slot on t3 cruisers)

Any more penalty should come from a low sensor strength, but still of a different race.

whydirt
The Greater Goon
Clockwork Pineapple
Posted - 2009.03.17 13:59:00 - [48]
 

Random ideas that may be dumb or overpowered:

Offensive Subsystems
- Impressive DPS bonus for projectiles or missiles in exchange for requiring cap to fire.
- Subsystems for hybrids or lasers that eliminates cap use enitrely. RP reasoning can be super-advanced solar energy collectors or some crap.
- Offensive subsystems for other faction weapon systems (probably with slightly reduced capabilities compared to primary weapon subsystems)

Defensive Subsystems
- Subsystem that gives near immunity (say 95% base resist) to enemy faction damage type in exhange for very reduced resists (maybe even down to 0%) everywhere else.
- Bonus to hull reps, resists, and/or HP.

Electronics Subsystems
- Allied faction sensor type.
- Bonuses to profession modules (salvagers, analyzers, codebreakers).
- SB/Black Ops style cloaking bonuses.

Propulsion Subystems
- Subsystem that gives WCS points.

General
- Subsystems in general that give low/no bonus, but give lots of open slots.

Khorian
Gallente
Versatech Co.
Raiden.
Posted - 2009.03.17 14:13:00 - [49]
 

Edited by: Khorian on 17/03/2009 14:18:00
Defensive System:
Adaptive Optimized Doomsday Deflector System
Reduce the damage taken from any Doomsday device by x%
Add HP/Shield and resist bonus
increase Sig Radius, lower Speed


Proposed role: Allow raids into cyno jammed, Titan protected systems to take down Cyno Jammers, Jump Bridges etc.

YARRRR!!

ChalSto
Galactic Shipyards Inc
Huzzah Federation
Posted - 2009.03.17 14:13:00 - [50]
 

Proteus offensive subsystem:

5% chance to make blasters workable
7,5% chance to kick carebear-devs
20% chance to delete whine-account if hit by blasters

DrNeato
Posted - 2009.03.17 15:25:00 - [51]
 

Just add a cloaking subsystem of all the ships. Might as well, they are already bastardized versions of HACs and Recons anyway.

Aya Vandenovich
Posted - 2009.03.17 15:37:00 - [52]
 

A propulsion subsystem with an immunity to unfocused warp disruption (bubbles, interdiction spheres, etc), but reduced base speed, warp speed, and maybe agility.

Cannibal ATC
Posted - 2009.03.17 16:14:00 - [53]
 

I'd like a spaceship with wings. Real wings. Not the maxi pad version they keep attaching to the odd hull.

Other than that they look cool, and the bonuses are already intriguing.

Istanar
Posted - 2009.03.17 16:21:00 - [54]
 

All above ideas already introduced by t2 ships, why not to design something new and unpredictable?

For example:
1. Defensive subsystem, which increase shield amount by reducing armor amount (possibly to 0 hp) and resists. And vice-versa.
2. Electronic subsystem getting another sensor type to prevent jamming by single jammer type. I.e. to successfully jam such ship ECM ship pilot should use two types of jammers on target.
3. Propulsion subsystems, which prevents usage of MWD modules, but instead greatly increase efficiency of Afterburners.
4. Engineering subsystems having bonuses to fit greater size weapons. But this will, also, require to rebalance offensive subsystem bonuses to take effect not only medium laser weapons, for example, but for all laser weapons at all.

Omber Zombie
Gallente
Frontier Technologies
Posted - 2009.03.17 17:52:00 - [55]
 

personally I'd like to see the 4th (or 5th, or both) subsystems geared towards wormholes in general.

So things like:

Electronics: hacking/archaeology/salvage/scanning bonii (x% per level to modules)
Defense: environmental effect reduction (-% from enviro effect or something both the bonus and neg you get)
Engineering: increased rig calibration total or reduction in calibration amount used by rigs (fixed amount)
Offense: damage multiplier bonii to proj/hyb/missile/laser (up to 50% extra at lvl5, reduced ammo usage basically)
Propulsion: reduced mass (like sig radius, but effects ship mass)

the point with them is to make t3 capable of producing a ship that is specialised as living in wormhole space, rather than just a run of the mill lego ship.

Jack Gates
Gallente
GoonWaffe
SOLODRAKBANSOLODRAKBANSO
Posted - 2009.03.17 19:21:00 - [56]
 

Originally by: Tarminic
Edited by: Tarminic on 16/03/2009 14:54:18
Writing up ideas now, watch this space...

Okay, here's some things that I've come up with so far:

1. Cross-racial Weapon Systems
Bonuses for the "allied" empire's weapon systems, i.e. loki gets drone and/or hybrid bonuses, proteus gets a projectile bonus, etc

2. Battleship-class Weapons
Fitting bonuses for battleship-sized weapons to bring them down to cruiser fittings, with the caveat that there are no damage bonuses to said weapons.

3. Mini-Profession/non-combat Components
Instead of hardcore weapon bonuses, reduction of high-slots in favor of bonuses to archeology/salvage/hacking/probing systems or hell, even mining bonuses. Laughing

4. Bomb Launchers Subsystems
You know you want it. Twisted Evil


These ideas are all terrible and you are an idiot for suggesting them.

Jack Gates
Gallente
GoonWaffe
SOLODRAKBANSOLODRAKBANSO
Posted - 2009.03.17 19:22:00 - [57]
 

Originally by: Khorian
Edited by: Khorian on 17/03/2009 14:18:00
Defensive System:
Adaptive Optimized Doomsday Deflector System
Reduce the damage taken from any Doomsday device by x%
Add HP/Shield and resist bonus
increase Sig Radius, lower Speed


Proposed role: Allow raids into cyno jammed, Titan protected systems to take down Cyno Jammers, Jump Bridges etc.

YARRRR!!


You have never seen a titan in-game before, have you

Rajere
Immortalis Inc.
Shadow Cartel
Posted - 2009.03.17 19:45:00 - [58]
 

4th sub system:
"Recon" subsystem, ie bonus allowing Covert Ops cloak and Covert Cyno Generator to be fitted. Bonus to both regular and covert cyno fuel consumption/duration. grants jump harmonics 2 attribute.

5th sub system:
"HIC" Subsystem, ie bonus allowing Warp disruption Field Generator (with or without script) to be fitted.

Combined with the first 3 subsystems this would create my dream ship :)



IceAero
Amarr
Shadow Company
Posted - 2009.03.17 19:47:00 - [59]
 

Originally by: Rajere
4th sub system:
"Recon" subsystem, ie bonus allowing Covert Ops cloak and Covert Cyno Generator to be fitted. Bonus to both regular and covert cyno fuel consumption/duration. grants jump harmonics 2 attribute.

5th sub system:
"HIC" Subsystem, ie bonus allowing Warp disruption Field Generator (with or without script) to be fitted.

Combined with the first 3 subsystems this would create my dream ship :)





Seriously, you think you'll have a bubble on a t3 ship?

People are out of touch :(

Tonto Auri
Vhero' Multipurpose Corp
Posted - 2009.03.17 19:54:00 - [60]
 

Edited by: Tonto Auri on 17/03/2009 19:56:04
As long as I could have 7 launchers for the Legion, I don't mind on the other combinations... that's really only the system I want to see.
EDIT: Thinking about cloaking part... it would be too powerful, I'm afraid. why, you asking? Well, just because I know myself.


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