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Tobias Sjodin
Habitual Euthanasia
Pandemic Legion
Posted - 2009.12.09 12:28:00 - [31]
 

Originally by: CCP Soundwave

* The ship must have a unique ability or role, which does not necessarily have to exist currently (it could be an interdictor bubble that webs instead of warp scrambles for example).
* The ships role must be non-lethal. It can do damage, but the design has to focus around the effect of the ship/ability, not around destroying things quickly.
* The ship can have multiple roles, that either gives the ship multiple uses, or compliments each other.
* The ship can have any size, it does not matter if you're suggesting a frigate design or a super cap.



* New shipclass: Ymir

Function: Non-leathal disruption in combat. The objective of this ship is to wreak havoc on the battlefield without doing damage.



Unique modules (can fit two at one time):

- Tactical OnboArd Displacement module (T.O.A.D)
Effects: Targeted ship starts to enter warp, and will warp in a direction for X AU (skill-dependent).
Counter: A warp core stabilizer can block the effects.

- FRiendly fire Adjustment Generator (F.R.A.G)
Effects: Targeted ship starts locking the most nearby friendly target. (whether that pilot does notice or not and fires is another story)

- Remote projected emp Field (Racial)
Effects: Targeted ship gets a boost to shield EM damage absorption while the module is active and pilot is in range.

- Remote module interference kit
Effects: Targeted ship has a systems malfunction and random X modules activate or deactivate. (Can still be reactivated). [Imagine this against a dread on a station with stront in hold]
Counter: Racial Sensor Strength

- Remote Drone Decoupler
Effects: Targeted ship's drones return to drone bay. (Once every minute)

- Remote Cloak Disruption Module
Effects: Projects a beam on the targeted ship that makes it unable to cloak for 30 seconds (whether locked or not).

- Reversed causality Bouncer
Effects: Any other electronic warfare (such as ECM, Warp Disruption, Nos, Neut, etc.) is reversed back to the attacker.

- Cloak the gathering
Effects: Targeted ship(s) receive all the effects (positive and negative) of being cloaked, and decloak after 30 seconds.
Special: If you get remotely cloaked, you cannot decloak for that duration. Hence this can be both an offensive and a defensive weapon.

- Projected EM countermeasure
Effects: Targeted ship's shield EM-resistance is lowered by X (skill-dependent).

- Passive Recharge Disruptor
Effects: Targeted ship's passive recharge rate is disrupted by X% while the module is active.




Xtover
Suicide Kings
Posted - 2009.12.09 12:32:00 - [32]
 

I 2nd the EMP design, replace the now-useless destroyer class nterdictor.

Give it two scripts, focused and AOE.

AOE is 0.0/W-space only.


reqs:

Electronics Upgrades V
Electronic Warfare V

pre req for

Electromagnetic Warfare I

Buff the dessie HP a bit so it lasts longer.



The EMP disrupts modules and ship locks within n km. The RoF will be at least 5 minutes, with a 5% reduction per level.


Drones are automatically set to "idle"

There's no delay, you can reactivate the modules, target, reassign drones right after.

Abrazzar
Posted - 2009.12.09 12:58:00 - [33]
 

For non-lethal roles, I have T2 Explorer Cruisers. Only exception with them could be considered the Amarr one as it's a mini marauder, but their purpose is to check out signatures and exploit them.

Jonathan Calvert
Minmatar
Sebiestor Tribe
Posted - 2009.12.09 13:58:00 - [34]
 

Anti-Missle Cruiser

Pretty simple. Perhaps it goes into seige mode, increaseing its damage absorbtion ability, and then it has 8 defenders or autocannons which excel at shooting down incoming missles. This would require a change to defender missles which actually makes them work.

Haffrage
Regeneration
Posted - 2009.12.09 14:12:00 - [35]
 

Flagships. T2 tier 3 bs. Can fit offensive links, which are only effective for ships on the same grid as the flagship. Bonuses not stacking nerfed. Can also fit standard gang links, but not with any bonuses.

Producers:
Abaddon: Khanid (torp bonuses **** yeah!)
Caldari: Ishukone
Gallente: Roden (fleshtone prehensile dongle, it's like the phobos only wiggly!)
Minmatar: Core Complexion
(All the tank-oriented producers, which weren't used in making the BO BS or marauders so something like this is probably in planning already)

General Class Stats:
Each ship has the marauder racial resist amounts (which is, what, 25% primary/12.5% secondary?)
Each ship has 5 bonused hardpoints, followed by 1 unbonused hardpoint. Minmatar has 2 unbonused hardpoints because :versatility:
Ships have 8 highs, 4-7 mids, 4-7 lows (In order of highest mids to lowest mids, adding one low for each lost mid: Caldari, Minmatar, Gallente, Amarr)
Drone stats are: Bandwidth unchanged, drone bay is 2x bandwidth plus 25 (so 125m3 for rokh, to 225m3 for hyp & mael, 175m3 for abaddon)
Battleship bonuses: 5% Resist bonus on all HP bars, 5% Damage/rof (rof for the minmatar)
Flagship skill bonuses: 10% hp, 5% bonus to offensive link effectiveness
Role bonus: Can fit 2 offensive or gang links

What do the offensive links do? Well, there's a few:
Drone speed & optimal -> 35% max
Drone HP & tracking -> 50% max
Missile velocity & explosion velocity -> 25% max
Missile flight time & HP (lol smartbombs/defenders) -> 50% max
Turret optimal & falloff -> 20% max
Turret tracking & less cap use -> 35% max

Or

Forget the offensive links, make Logistics/carrier hybrids.
Each ship has BO BS level racial resists (10%, 5%), 30% more HP over T1, and 2x capacitor while only 1.5x cap recharge time.
The ships also have relatively high mass and low speeds, but 35% better overall agility and reduced signature over their T1 counterparts (lol)
Each ship has 5 appropriate hardpoints (missiles for abaddon, turrets for the rest)
Ships have 8 highs, 4-7 mids, 4-7 lows (In order of highest mids to lowest mids, adding one low for each lost mid: Caldari, Minmatar, Gallente, Amarr)
Drone stats are: 50mb bandwidth for all races, drone bay 200 for rokh, 225 for abaddon, 275 for mael & hyp (important logistics drone bandwidth bonus below)
Note: <remote modules> = carrier remote module bonuses, so two of: shield/armor/cap, plus remote hull reps for all races
Battleship bonuses: 5% Resist bonus on all HP bars, +50% <remote modules> & repair drone optimal ranges (yes really, sniping repair drones! but no change to orbit radius)
Flagship skill bonuses: +7.5% capacitor, 4% bonus to all applied gang bonuses (no racial preference, leadership skills included so that 10%->12% at level V)
Role bonus: Can fit 2 gang links
Role bonus: 60% reduction in logistics drone bandwidth use -> can launch 5x heavy logistics drones with 50 mb bandwidth
Role bonus: 50% increased sensor booster & ECCM effectiveness
Role bonus: 50% increased remote sensor booster, tracking link, and remote ECCM effectiveness
Role bonus: 50% increase in all remote HP & capacitor module effectiveness
It can be refit at like a carrier or orca, but has no corp hangar or ship maint bay.
Has primitive jump drive, which uses 100% cap regardless of Jump Drive Operation training, with 2 LY jump range (max of 4.5) and only 500 m3 fuel bay.
yes I know the drones have longer repair ranges than the actual modules

oh also, remote hp modules get turret graphics so as to not let the hyp's nasal turret mounts go to waste.

And all ships get extra engines and arbitrary wing fins and that sort of thing, unlike the last wave of T2 ships Mad

Oh and one last thing for the second one
role bonus: stupidly overpowered, but hopefully pointing devs in a new direction on a few ideas, like role-specific drone bandwidth bonus, or offensive links, or T2 tier 3 bs that aren't horribly prenerfed :swoon:

CCP Soundwave


C C P Alliance
Posted - 2009.12.09 14:15:00 - [36]
 

Originally by: Tobias Sjodin

- Cloak the gathering
Effects: Targeted ship(s) receive all the effects (positive and negative) of being cloaked, and decloak after 30 seconds.
Special: If you get remotely cloaked, you cannot decloak for that duration. Hence this can be both an offensive and a defensive weapon.



I too enjoy VTES Cool

Draco Argen
Posted - 2009.12.09 14:22:00 - [37]
 

Escort ship (Military escort, not a pleasure hub facility people!)
The one line pitch is a ship designed to sacrifice its own survival/risk for the sake of its defended target.

Now
Currently, imo, support or escort consists of having EWar to break off the attackers from your key ship, logistics to help your defence target hang on longer, or simply having a bigger or scarier ass fleet/ship than your potential attackers.

We also have remote reps (Armour, shield, hell even hull), remote sensor boosters, cap transfer, etc. To aid in the communal defence of a vulnerable comrade. Or alternately spider tank.

However we are missing two things. Remote warp stab, and remote speed boost. As well as a ship to take up the specific role of "save his ass not mine!"

The Ship
What I suggest is a BS size ship, with the unique ability to fit these two new mods. BS size is to allow it some stay-ability in a hot battle. It could possibly be dropped to BC size and become the missing T2 equivalent of each races T1 BC's (Drake, Harbi, Myrm, Hurricane). But i'd prefer T1 to allow effective insurance on the fact that it is going to be primary target numbero uno (discuss). One for each race could be created, or it could be a singular design for ORE perhaps. If racial, the difference in racial ships would be their supporting tank bonuses and slot arrangement/turret type. It should have the ability to fit two new mods, which would be hi-slot mods. To avoid the racial tank differences allowing one race to tank better when fitted for this role than others these modules should be hi-slot modules. Making the universal trade-off for all races being Weapons vs escort. In a similar fashion to the Scorpion the base tank should be relatively low, but its fitting capability should be quite capable. Allowing the fitter choices of tank vs other arrangement, like cap stability, warp stabbing itself, ewar, etc. Ultimately making a diverse ship for this role. It's lack of weapon bonuses or turret/missile slots making it less effective as a combat ship, though not impossible. It should be able to nock of tacklers if it has time.

The mods
Projected Micro warp field
Essentially borrowing most of the concepts and stats from a MWD but projecting it's speed bonus to their target. Slight twist is the target should get less or no signature radius bonus than a normal MWD, but the Escort ship would receive the full negative bonus to its sig radius. Whether or not Warp disruptor should have an effect, and if they do when, do they target the Escort ship or the defended ship. I haven't decided. The range should be sufficient to get from the centre of a warp bubble to the edge (but not much more, or perhaps ever so slightly less), there has to be some risk.

Remote warp stabiliser.
Very simple. Your trading one point of your own warp stability to your target for the active cycle period. Obviously if you aren't warp stabbed and your warp stability goes below 0 from your own mod activation, you cant warp. The cycle time should be relatively short thought, for example 5-15 seconds cycle would be ample for an aggressing interceptor to lock you, but no so long that you are completely screwed while a BS fleet 10 jumps away comes to you. This figure needs playing with (discuss). The range, Probably about 10k range would suffice. Skill bonuses could increase this perhaps.

Potentially these mods are, imo, well balanced enough to be proposed for every ship. But I really like the idea of a specialised Escort ship. At very least the Escort ship should have a cap bonus to their use and the modules should have a high cap use requirement. That said, it would be best that Remote warp stabs are either confined to BS/BC size or to the Escort ship. Having a fleet of Warp stabbing cheap frigs would be a pita and unbalanced imo.

Thoughts?

Max Teranous
Body Count Inc.
Against ALL Authorities
Posted - 2009.12.09 14:29:00 - [38]
 

I suggest a ship a bit like the current motherships on TQ. I'd give them more HP's, maybe 3 times the HP of a current mom. I'd give them a new drone type, and call them "fighter bombers". They would be very good at killing capital ships but poor against subcapitals. I'd have their jump range of 5 LY basic, and they would not be able to dock. You could build them in a CSSA in a POS & be immune to EW.

And they would absolutely be banned from fitting and using target painters.

Max Cool

RedClaws
Amarr
Macabre Votum
Morsus Mihi
Posted - 2009.12.09 14:35:00 - [39]
 

Edited by: RedClaws on 09/12/2009 14:42:24
A minelayer without the mines :)

A ship (or possible POS module) that vents gasses to create an artificial nebula thats lasts x amount of time with y radius. Time and Radius can be increased by venting more gas. (Up to 1 grid)

Nebula can do all sorts of things depending on the gas used. (ex. acid like properties, reduced speed,....)

This effect can be achieved by using the warp disruptor bubble code and slapping on some new graphics and some new attributes.

Advantages over a minelayer ship:
- Reduced server stress from rendering and keeping track off individual mines.
- Can be configured in 101 (believable) different ways (looks & effects)
- Makes space more "dynamic" in case you have to siege a POS in a - shield resistance nebula

Mallariah
Posted - 2009.12.09 14:39:00 - [40]
 

Ok not sure how useful this can be but how bout a fleet spotter, with bonuses to range of ship scanners then have them able to broadcast enemy ship fits. I think this will make calling of primaries more interesting as for size and fittings I dont care but just don't give it any weapons if you want it non lethal.

Can i haz iceland beer?

Tobias Sjodin
Habitual Euthanasia
Pandemic Legion
Posted - 2009.12.09 14:40:00 - [41]
 

Originally by: CCP Soundwave
Originally by: Tobias Sjodin

- Cloak the gathering
Effects: Targeted ship(s) receive all the effects (positive and negative) of being cloaked, and decloak after 30 seconds.
Special: If you get remotely cloaked, you cannot decloak for that duration. Hence this can be both an offensive and a defensive weapon.



I too enjoy VTES Cool


My reference was to the obfuscate-discipline in VtM. But it's related, so I'll let it slide.

Suunto Viper
Posted - 2009.12.09 15:16:00 - [42]
 

I would Like a ship that can create a big hole in space to cloak a fleet up. 45km radius - enough to cloak a capital fleet

To create this hole ship requires liquid ozone and the amount consumed depends on the Mass it is cloaking for, so if your trying to cloak a titan its gonna use up your ozone pretty fast. if your using it to cloak smaller stuff then it can keep it cloaked for a long time.

When a Cloaking field is created it can be visably seen in space if your close to it but cannot be detected by probes or system scanner

Obviosly its a capital ship that can use covert ops cloak. and as such can Jump to Covert ops Cyno's
Similar Size and stats of rorqual.

Would be very cool to cyno

Mallariah
Posted - 2009.12.09 15:24:00 - [43]
 

ooh i like dracos idea of a xferring warp strength ship but maybe put the mod with a reactivation delay, and let you choose who to save.

CCP Abathur


C C P
C C P Alliance
Posted - 2009.12.09 15:29:00 - [44]
 

Originally by: Max Teranous
I suggest a ship a bit like the current motherships on TQ. I'd give them more HP's, maybe 3 times the HP of a current mom. I'd give them a new drone type, and call them "fighter bombers". They would be very good at killing capital ships but poor against subcapitals. I'd have their jump range of 5 LY basic, and they would not be able to dock. You could build them in a CSSA in a POS & be immune to EW.

And they would absolutely be banned from fitting and using target painters.

Max Cool


That doesn't sound very "non-lethal". You are breaking the rules. Neutral

Taudia
Gallente
Sane Industries Inc.
Initiative Mercenaries
Posted - 2009.12.09 15:45:00 - [45]
 

Edited by: Taudia on 09/12/2009 16:02:22
Edited by: Taudia on 09/12/2009 16:01:09
Edited by: Taudia on 09/12/2009 15:58:42
Class: Mothership. EDIT: looks like Daedalus II already suggested pretty much this exact ship - whoops.

Role: Creates a POS style shield on the battle field, which absorbs all damage originating from outside the shield aimed at any ship inside the shield.

Rough Ship specs: Circa. 1.5 times carrier damage in fighters. Heavy local armor or shield bulk tank dependent on race. Limited mobility, some utility in highslots, at the expense of dps.

Rough Shield specs: About the same shield amount and res as a base small POS. The shield is projected via a cap intensive highslot module, which can be overload. The occupants of inside the shield can shoot out. Enemies can enter the shield and all ships can lock/deal damage as normal to other ships inside the shield if they themselves are inside the shield.


Tactical consequences: If the enemy is outside the shield they are forced to deal their damage to the mothership, until the shield fails at least. If the enemy decides to go inside the shield, either to kill/neut the mom to shut off the shield or to kill the smaller ships taking refuge inside it, the shield is only a minor obstruction, or even a liability if you have range dependent ships on your side.

Ok, the above is my official bid for the beer ^^ Now for a few bonus suggestions:

Specific Legion Offensive Subsystem: Projected Overloading.

Role: damages enemy modules through overload damage. Highslot module, range and cap use similar to neutralizers.

Specific Loki Offensive Subsystem: Webbifying projectiles.

Role: Hits with proj weaponry from this ship will inflict a short duration, small amount webbing. Being consistently hit by a full volley should be around 30-35 percent speed decrease.


t2 tier 2 BCs: Field Intelligence.

Role: accumulate information gathered by up to five designated scouts. If a probe from one of the designated ships finds anything at all, that hit is passed to the FI ship. Thus, it can aggregate information and assess the situation. Additionally, it could have the ability to warp cloaked and warp to/create cov ops cynos. Combat power level should be limited.

Ga'len
Veto.
Veto Corp
Posted - 2009.12.09 16:15:00 - [46]
 

Originally by: CCP Soundwave
I've actually been thinking about "non-lethal" ships lately, since the whole idea of just scaling damage bores me to death, so this thread is pretty well timed Cool


Let's have a little fun with this. Let's say you could put a ship into the game. Everyone gets one attempt in this thread, and your suggestions must follow these rules:


* The ship must have a unique ability or role, which does not necessarily have to exist currently (it could be an interdictor bubble that webs instead of warp scrambles for example).
* The ships role must be non-lethal. It can do damage, but the design has to focus around the effect of the ship/ability, not around destroying things quickly.
* The ship can have multiple roles, that either gives the ship multiple uses, or compliments each other.
* The ship can have any size, it does not matter if you're suggesting a frigate design or a super cap.


Note: This competition does not mean that your ship will be used in EVE.


I know this has been mentioned before.

Ship-mover-ship.

A ship that is a flying ship maintenance bay. Capacity to carry up to 3 battleships and can travel through stargates. Make it a cross between a freighter and an Ocra./ No combat ability at all, just a big moving truck.


Krans Hopeson
Coffee Muggers
HYDRA RELOADED
Posted - 2009.12.09 16:21:00 - [47]
 

Point defence ships -- destroyer class

Ship names: Aegis, Svalinn, Ancile, Atlas

It would be nice to be able to shoot down incoming bombs, missiles, drones and fighters. In order to do so, I propose the introduction of a dedicated point defence ship class. These would be based on the standard racial destroyer chassis, with bonuses appropriate to new factional point-defense weapons (PDWs).

The bonuses are designed as follows:
  • Minmatar (Svalinn) use autocannons for point defence.

  • Caldari (Ancile) use missiles for point defence.

  • Amarr (Aegis) use pulse lasers for point defence.

  • Gallente (Atlas) use drones for point defence.


When a PDW is activated, it will automatically engage any missiles, bombs, drones or fighters which are both within the weapon's range and targeted at a member of the pilot's fleet (or at the pilot if the pilot is not in a fleet). No locking is necessary. The pilot gets no control over which incoming weapons are targeted -- the weapons will automatically engage the nearest valid targets. (Some logic will be required to make sure that something sensible happens when multiple PDWs are in use.)

The introduction of these ships should obsolete the use of Defender Missiles. Wink I imagine fleet combat would begin to require snipers to pick off each side's point defence ships in order to make it possible to unleash the usual storm of missiles and bombs.

It should be possible to fit PDWs to ships other than the new class of ships, but the bonuses should be designed in such a way that they are much less effective than when fitted to a dedicated ship.

The idea could be further extended by introducing Warfare Link modules which grant bonuses to point defence.

Skills needed (all 5x)

  • Point Defence Ships (requires Destroyers V)

  • Point Defence Autocannon Specialisation (requires Small Autocannon Specialisation IV)

  • Point Defence Pulse Laser Specialisation (requires Small Pulse Laser Specialisation IV)

  • Point Defence Missiles (requires Defender Missiles V Question)

  • Point Defence Drones (requires Question)


Modules needed
  • Point Defence Autocannon Mounting (fires small ammo)

  • Point Defence Pulse Laser Cluster (uses small crystals)


Charges/drones needed
  • Point Defence Missile (fired from standard missile bay)

  • Point Defence Drone (based on a scout drone but similar in behaviour to a sentry drone)


The lack of point defence is something that I feel is definitely missing from EVE at the moment, and I think this class of ships would make a very interesting addition to fleet combat.

kay're s'lice
Posted - 2009.12.09 16:22:00 - [48]
 

I'd love to see the tier 3 BSs get a tech2 version.
Seeing as there's Marauders that operate a bit like the highsec BS dreads (ie pure DPS), I'd like to see the new t2 BSs work more like some kind of improved field command ship/carrier, so with a focus on logistics, command bonuses, and target painting etc... the highsec BS carriers.

The Mittani
GoonWaffe
Goonswarm Federation
Posted - 2009.12.09 16:22:00 - [49]
 

methnaut

close thread, send beer

Akura kawanaka
-Mostly Harmless-
Posted - 2009.12.09 16:34:00 - [50]
 

Originally by: CCP Soundwave
I've actually been thinking about "non-lethal" ships lately, since the whole idea of just scaling damage bores me to death, so this thread is pretty well timed Cool


Let's have a little fun with this. Let's say you could put a ship into the game. Everyone gets one attempt in this thread, and your suggestions must follow these rules:




In Starcraft, and command and conquer there are units (protos) and buildings (Nod) that mask the existence of other units/buildings.

I would suggest an additional bubble type for Hictors (I've always been a fan of different bubbles for hics but think any ewar capabilities other than warp scrams would be overpowered)

The new bubble type would be a cloak projector with the same radius of a current hic bubble. Ships within the field would be unable to target anything from within the bubble, but would in turn be cloaked/not visible/untargetable/unscannable until the hictor is destroyed.

Possibly when active, the signature radius of the HIC is increased to reduce the occurrences of hiding large fleets in safespots by making them easier to scan down.

perhaps also (instead) this module could go on command ships.

or, if you're actually asking for a brand new ship, then make a new dedicated cruiser or frigate perhaps?

TeaDaze
Agony Unleashed
Agony Empire
Posted - 2009.12.09 16:35:00 - [51]
 

Edited by: TeaDaze on 09/12/2009 16:38:06
Covert forward operation platform

Essentially a ship with fitting services, hangers and small ship maint array (not big enough for battleships). A bit like an orca that can cloak and be bridged via a black ops portal (using a lot of fuel). No gang mods it would just fit a cloak, remote hull and remote armour modules in the highs.

This would allow people to bridge into a system in covops, recons and bombers and cause havok while having spare ships ammo and fittings available. It also gives black ops something to do Razz


If you want to go nuts you could also give it a cloak bubble gen which hides all ships within its radius (say 20km like a dictor bubble) for when people are swapping to other ships etc. This would burn fuel to stop it from running it permanently (the ship could use the normal cloak of course to hide when not being accessed). *Edit* To stop people doing anything silly, make the bubble unable to be activated within 50km of another bubble and of course any ship not totally inside would appear on scan as normal.

A clone vat would be a bit OP so no to that and also no to running covert cynos.

Yes I like cloaking ships Wink

Gremrod
Minmatar
Cryptic Rebound Inc
Posted - 2009.12.09 16:36:00 - [52]
 

Not sure what you would really do with the ship except for feeding bad intel to the enemy when you are spotted.

The ship is the Chameleon class / hull ship

It is a small frig, maybe cruiser size ship that can take on the form of any ship class depending on your skill level needed for the Chameleon skill to fly the ship.

This is look only nothing else.



Sanctus Maleficus
Lambent Enterprises
Enforcers of Serenity
Posted - 2009.12.09 16:51:00 - [53]
 

Edited by: Sanctus Maleficus on 09/12/2009 16:53:01
Two ideas:

Area of Effect Logistic Ships. I would build them in the same manner that the normal Logistic ships are built (Amarr is armor+cap, Minmatar is shields+tracking, etc), however they would be able to use new modules that work in a certain range, without targeting, and on anyone in the area, be they friends or enemies.

I think they shouldn't be as efficient as logistic ships, but more durable. Tech 2 tier 3 battleships. (Khanid Abaddon, please!)

Environment Simulators Ships. Ships that can create a wormhole-style environment within a large area effect. Imagine a mobile pulsar system for your shield tanking, or using it intentionally to lower enemy resists, etc. Ships should be extremely fragile, most likely. Haven't thought this one out much, it just crossed my mind.

Mystic Morpher
Minmatar
Republic Military School
Posted - 2009.12.09 17:23:00 - [54]
 

Edited by: Mystic Morpher on 09/12/2009 17:23:33
Just like Logistics V grant you the use of a Triage Module, the skill "Heavy Interdictor V" should allow the use of a capital class reconfiguration module designed for a new class of capital ship.

Ship Class could be called "Carrack" and be affected by the Dreadnaught skill. For it 2 modules and 1 new skill would need introduction:
- Capital Interdiction Module (the bubble)
- Grappler Module (the reconfigurator)
- Tactical Interdiction Reconfiguration Skill

The Capital interdiction Module projects a sphere of 50km of Diameter + 10km per level of Dreadnaught Skill, while the Grappler Module doubles it and gives the usual bonuses to armor/shield repping. Of course with the possibility of a focused script in lowsec.

The Grappler module also wouldn't give any bonus to damage, but to compensate it the ship would have 5 or 6 weapon hardpoints (to be able to do some damage, but still less than a sieged dread).

Price around 5-6b as the new motherships were intended to make it expensive but not too much.

Zendoren
Aktaeon Industries
The Black Armada
Posted - 2009.12.09 17:34:00 - [55]
 

Edited by: Zendoren on 09/12/2009 17:49:33
Edited by: Zendoren on 09/12/2009 17:36:11 for grammer
Originally by: CCP Abathur
Originally by: Max Teranous
I suggest a ship a bit like the current motherships on TQ. I'd give them more HP's, maybe 3 times the HP of a current mom. I'd give them a new drone type, and call them "fighter bombers". They would be very good at killing capital ships but poor against subcapitals. I'd have their jump range of 5 LY basic, and they would not be able to dock. You could build them in a CSSA in a POS & be immune to EW.

And they would absolutely be banned from fitting and using target painters.

Max Cool


That doesn't sound very "non-lethal". You are breaking the rules. Neutral


well how about this, rerole the motherships as a deployable forward base. give it the ability to deploy (like the roqual) which will allow it to give it special abilities:

1: give manufacturing slots in the system its deployed in (maybe a high multiplier for faster ship construction)
2: allow it to use the Jump portal generator
3: if deployed outside a POS bubble. and increase drone control ability (for defense) if deployed inside POS, loses ability to control any type of drones (as the system is now)
4: keep use of jump clone bays
5: A huge ship maintenance bay and corp hanger (for battleships and other large sub-capitals and raw material for manufacturing)

Deployed mode would require fuel. like a star base which will give it balance in the game.

The jump portal gen and clone bay will allow pilots to recover from the front lines, re ship and jump portal back to the battle field.

This idea needs polishing but i think that this is the correct role of a "mothership" in my eyes


Santiago Fahahrri
Gallente
Galactic Geographic
Posted - 2009.12.09 17:45:00 - [56]
 

I'd like to see an orca-sized ship capable of reprocessing and small-scale building. This ship could be used to support a nomadic fleet by creating ammo, drones, rigs, etc (perhaps anything up to say shuttle sized) using materials and minerals scavanged from the wrecks and rocks.

Let us wander! Reduce our reliance on stations and towers!

Supreme Feather
The Hyperfine Network
Posted - 2009.12.09 17:49:00 - [57]
 

Edited by: Supreme Feather on 09/12/2009 17:49:16
I wan't a mobile POS pretty much:

Titan sized, Titan'ish HP.
Can use a new siege-triage kinda mode to make a forcefield on the battlefield. The 'mobile-pos-titan-thingy', reinforces and obviously gains a huge amount of shield HP. Once the personal shield is down then so is the forcefield.
When in POS-mode the 'mobile-pos-titan-thingy' will be warpable to anyone and have a mark on the overvies (such as cynoes and hubs).
Inside the shields you could add some bonuses: armor regen, faster shielf regen, faster cap regen - something to make it more than just a safe-spot.
'mobile-pos-titan-thingy' should be imune or have insane resist vs Titan-DD'ing.

My 2cent :)

Suunto Viper
Posted - 2009.12.09 18:03:00 - [58]
 

Originally by: TeaDaze
Edited by: TeaDaze on 09/12/2009 16:38:06
Covert forward operation platform

Essentially a ship with fitting services, hangers and small ship maint array (not big enough for battleships). A bit like an orca that can cloak and be bridged via a black ops portal (using a lot of fuel). No gang mods it would just fit a cloak, remote hull and remote armour modules in the highs.

This would allow people to bridge into a system in covops, recons and bombers and cause havok while having spare ships ammo and fittings available. It also gives black ops something to do Razz


If you want to go nuts you could also give it a cloak bubble gen which hides all ships within its radius (say 20km like a dictor bubble) for when people are swapping to other ships etc. This would burn fuel to stop it from running it permanently (the ship could use the normal cloak of course to hide when not being accessed). *Edit* To stop people doing anything silly, make the bubble unable to be activated within 50km of another bubble and of course any ship not totally inside would appear on scan as normal.

A clone vat would be a bit OP so no to that and also no to running covert cynos.

Yes I like cloaking ships Wink


This is exactly the same as my idea, you huge idea thief.

But yes ^^^ this and my earlier post

I dont think the ship should have fittings services clone vat bay or ship maintenance array.

Maybe the Covert Cyno would be a bit OTT now but definatly able to use Black ops Jump portals etc etc.

Basically make these cloaky ships have a home in a system.

I propse we call them "Ninja Cyno Cloaky Capital Ownage Vessel of Doom"

Helicity Boson
Amarr
The Python Cartel.
The Defenders of Pen Island
Posted - 2009.12.09 18:20:00 - [59]
 

My dream ship (as in, I literally dreamed it up)

-A smallish transport vessel with a small ship hangar that can hold a few frigs and/or destroyer sized vessels.

-Uses covops cloak

The unique part is that it will allow you to board one of the vessels in the hangar and then cloak up untill such a time you return to it an redock the smaller vessel.

Would make for a wonderful roaming/infiltrating/scouting deal.

Like a miniature personal carrier, make me that ship (and make it khanid) and I will buy YOU a beer soundwave.

Dandy Lyon
Posted - 2009.12.09 18:28:00 - [60]
 

Originally by: Gremrod
Not sure what you would really do with the ship except for feeding bad intel to the enemy when you are spotted.

The ship is the Chameleon class / hull ship

It is a small frig, maybe cruiser size ship that can take on the form of any ship class depending on your skill level needed for the Chameleon skill to fly the ship.

This is look only nothing else.





Hey! That's kinda what I was thinking. But, I'm seeing a high slot module instead. Make different sizes of the module to fit different ship sizes just like is done with launchers, guns, afterburners and such. When the modual is activated on a target, the ship apears to be the same type of ship as the target. The only way to tell that it's not what it appears to be is with a fitting scanner. While it is disguised, it does NOT actually act like the ship it has targeted, it only appears like it. That means your battle ship will not be able to have the speed and agility of a frig, and your inty cannot mine like a hulk. With the modual activated, you cannot activate any other items on your ship, or even control drones.

Imagine the traps you could set if the enemy had to scan you in order to tell what you were really flying.


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