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Dr Caymus
Gallente
Applied Technologies Inc
Agents of Fortune
Posted - 2011.07.11 11:54:00 - [271]
 

Imagine a fleet of 10 Charons, each loaded with Tritanium, gracefully passing through space under the control of a single pilot!

I'd like to see a ship called the Tugboat that would enable you to undock and control multiple freighters at the same time. A couple of skills, Tugboat Command and Advanced Tugboat Command, would enable the Tugboat pilot to control one additional Freighter per level, up to a maximum of 10 Freighters. Other skill prerequisites might might include drone control and fleet management skills, as this new functionality would be a natural extension of those two current mechanics.

The Tugboat system would be a boon to industry, greatly easing the burden of moving the minerals needed to build components for all of the other cool new capital ships.

Dr Caymus
-=ATI=-

Cpt Greagor
Caldari
Liquid Relief
Posted - 2011.07.11 12:04:00 - [272]
 

Originally by: Dr Caymus
Imagine a fleet of 10 Charons, each loaded with Tritanium, gracefully passing through space under the control of a single pilot!

I'd like to see a ship called the Tugboat that would enable you to undock and control multiple freighters at the same time. A couple of skills, Tugboat Command and Advanced Tugboat Command, would enable the Tugboat pilot to control one additional Freighter per level, up to a maximum of 10 Freighters. Other skill prerequisites might might include drone control and fleet management skills, as this new functionality would be a natural extension of those two current mechanics.

The Tugboat system would be a boon to industry, greatly easing the burden of moving the minerals needed to build components for all of the other cool new capital ships.

Dr Caymus
-=ATI=-



And what happens when someone suicide ganks the tugboat? 10 Pilotless freighters just sitting in space, how do you think that will turn out?

Crellion
Parental Control
Merciless.
Posted - 2011.07.11 12:06:00 - [273]
 

Capital destroyer:

Something with the tank of a single BS costing 2 bill area similar DPS on caps as a Titan, you can kill it with a single HAC... time to reintroduce paper, rock, scisors IMO to this once sandbox game...


Capital fleet support:

Has been suggested a few years back but back then it was a different game: Small capital ship size, tough tank (same as a carrier I guess with perhaps a bit more resists), no uber RR or carrying stuff and whatnot but has 4 weapon mounts (and then 4 utility highs) each mounting 4 bonused medium size turrets -or launchers-) for a total of 800+ dps or up to 1200 dps if utilities are used for this purpose with small weapon tracking... As expensive as ...say ... 2 carriers... eve is now ready for this IMO


Dr Caymus
Gallente
Applied Technologies Inc
Agents of Fortune
Posted - 2011.07.11 12:18:00 - [274]
 

Edited by: Dr Caymus on 11/07/2011 12:40:53
Originally by: Cpt Greagor
Originally by: Dr Caymus
Imagine a fleet of 10 Charons, each loaded with Tritanium, gracefully passing through space under the control of a single pilot!

I'd like to see a ship called the Tugboat that would enable you to undock and control multiple freighters at the same time. A couple of skills, Tugboat Command and Advanced Tugboat Command, would enable the Tugboat pilot to control one additional Freighter per level, up to a maximum of 10 Freighters. Other skill prerequisites might might include drone control and fleet management skills, as this new functionality would be a natural extension of those two current mechanics.

The Tugboat system would be a boon to industry, greatly easing the burden of moving the minerals needed to build components for all of the other cool new capital ships.

Dr Caymus
-=ATI=-



And what happens when someone suicide ganks the tugboat? 10 Pilotless freighters just sitting in space, how do you think that will turn out?

Sounds like a happy ending for the gank team.

And I do say "team". Naturally, the Tugboat would be designed with extremely powerful cloaking, jamming and/or tank/resistance attributes. The resources required to take out a Tugboat in hi-sec space would have to be commensurate with the potential reward... i.e. 4 or 5 times the resources currently needed to take out a single Freighter.

Megan Ryder
Aperture Harmonics
K162
Posted - 2011.07.11 12:33:00 - [275]
 

mobile artillery:

battlecruiser sized
low-enough sig to be very hard to hit with a cap
terrible tracking against sub caps
must deploy to fire (no fuel usage, short cycle, but cannot move/warp)
damage equivalent to a titan bonused xl gun

would look like an xl turret with a cockpit strapped on the side, when tracking the whole ship would rotate towards the target

Sirref Naes
Gallente
Spacial 8 Xchange
Posted - 2011.07.11 13:10:00 - [276]
 

Edited by: Sirref Naes on 11/07/2011 13:13:47
I want a capital interdictor that can use a AOE web stasis field along with a warp interdiction field.

Module would be named "Time Deformation Generator I"

Name: Trinity
Hull: Archon
Role: Stasis Interdiction
Developer: Viziam



Role Bonus:
5% bonus to interdiction sphere range per level
10% bonus to Interdiction Sphere Launcher rate of fire per level
5% bonus to all Armor resistances per level
99% reduction in CPU need for Warfare Link modules
99% reduction in CPU need for Projected Electronic Counter Measures modules
99% reduction in CPU need for Tactical Logistics Reconfiguration
Can deploy 1 additional Fighters per level
200% bonus to Fighter control range

Note: can fit Time Deformation Generator

--------------------------------------------------------
Fitting

CPU : 725
Powergrid : 850,000
Calibration : 400

Low Slots : 7
Med Slots : 4
High Slots : 5

Rig slots : 3
Structure

Structure hit points : 235,500
Capacity : 4,000m3
Drone Capacity : 100,000 m3
Mass : 1,113,750,000 kg
Volume : 13,950,000 m3 (1,000,000.0m3 repackage)

EM Damage Resistance : 0%
Explosive Damage Resistance : 0%
Kinetic Damage Resistance : 0%
Thermal Damage Resistance : 0%

Armor

Armor hit points : 235,500

Armor EM Damage Resistance : 50%
Armor Explosive Damage Resistance : 20%
Armor Kinetic Damage Resistance : 25%
Armor Thermal Damage Resistance : 35%

Shield

Shield hit points : 137,500
Shield recharge time : 34,000 seconds

Shield EM Damage Resistance : 0%
Shield Explosive Damage Resistance : 50%
Shield Kinetic Damage Resistance : 40%
Shield Thermal Damage Resistance : 20%

Capacitor

Capacity : 70,000
Recharge time : 4,650 seconds

Targeting

Maximum Targeting Range : 125.50 km
Max Locked Targets : 6
Scan Resolution : 50 mm
Radar Sensor Strength : 72
Signature radius : 2,920 m

Propulsion

Max velocity : 70 m/sec
Base price : 1,368,568,380 ISK

Shared Facilities

Corporate Hangar Capacity : 20,000 m3
Ship Maintenance Bay Cap : 1,500,000 m3

Jump Drive Systems

Jump drive capacitor need : 95%
Maximum jump range : 3.5 ly
Jump drive fuel need: Helium Isotopes
Jump drive consumption amount : 1,000

-------------------------------------------------------

Skill Requirements:

----Time Deformation I
--------Interdiction V

----Capital Ships Level V
--------Advanced Spaceship Command Level V
------------Spaceship Command Level V

----Amarr Carrier Level V
--------Capital Ships Level V
------------Advanced Spaceship Command Level V
----------------Spaceship Command Level V

----Amarr Battleship Level V
--------Spaceship Command Level IV
------------Amarr Cruiser Level IV
----------------Spaceship Command Level III

----Amarr Frigate Level V
--------Spaceship Command Level I

----Drone Interfacing Level V
--------Drones Level V

----Jump Drive Operation Level I
--------Navigation Level V

----Warp Drive Operation Level V
--------Navigation Level I
------------Science Level V

---------------------------------------------

Time Deformation Genertor I

The field generator projects a space time disruption sphere centered upon the ship for its entire duration. The field creates a time dilation which prevents any warping or jump drive activation within its area of effect.

The generator has several effects upon the parent ship whilst active. It increases its signature radius and agility whilst penalizing the velocity bonus of any afterburner or microwarpdrive modules. It also prevents any friendly remote effects from being rendered to the parent ship.

Note: can only be fitted on the Capital Interdictors.

Base price: 50,000,00 isk
Tech Level: I
Meta Level: 5
Fitting Slot: High

Powergrid: 121,000MW
CPU: 50tf

Mass Multiplier: 100x

Activation cost: 100GJ

Max Velocity Bonus: -50%
Activation time: 30secs
Time Dilation Range: 12,000m

Cpt Greagor
Caldari
Liquid Relief
Posted - 2011.07.11 13:14:00 - [277]
 

Originally by: Dr Caymus

Sounds like a happy ending for the gank team.

And I do say "team". Naturally, the Tugboat would be designed with extremely powerful cloaking, jamming and/or tank/resistance attributes. The resources required to take out a Tugboat in hi-sec space would have to be commensurate with the potential reward... i.e. 4 or 5 times the resources currently needed to take out a single Freighter.


I don't see the cloaking working very well as there is currently no way to project the cloak onto the other ships you were tugging. And I'm pretty sure you could gank that with a group of macherials and still profit. YARRRR!!

Crellion
Parental Control
Merciless.
Posted - 2011.07.11 13:41:00 - [278]
 

Originally by: Cpt Greagor
Originally by: Dr Caymus

Sounds like a happy ending for the gank team.

And I do say "team". Naturally, the Tugboat would be designed with extremely powerful cloaking, jamming and/or tank/resistance attributes. The resources required to take out a Tugboat in hi-sec space would have to be commensurate with the potential reward... i.e. 4 or 5 times the resources currently needed to take out a single Freighter.


I don't see the cloaking working very well as there is currently no way to project the cloak onto the other ships you were tugging. And I'm pretty sure you could gank that with a group of macherials and still profit. YARRRR!!


if convoy drops no lewt griefing becomes old fast, is how npc convoys survive afaik...


Cpt Greagor
Caldari
Liquid Relief
Posted - 2011.07.11 14:00:00 - [279]
 

Originally by: Crellion


if convoy drops no lewt griefing becomes old fast, is how npc convoys survive afaik...




But who is going to take a tug out with 10 freighters attached with no cargo? Taking a freighter is slow enough, imagine how slow a tug with 10 of them would have to be.

I'd guess 0.25-0.50 au/s warp speed and probably 40-50 m/s max

MeBiatch
Posted - 2011.07.11 14:47:00 - [280]
 

Originally by: Dr Caymus
Imagine a fleet of 10 Charons, each loaded with Tritanium, gracefully passing through space under the control of a single pilot!

I'd like to see a ship called the Tugboat that would enable you to undock and control multiple freighters at the same time. A couple of skills, Tugboat Command and Advanced Tugboat Command, would enable the Tugboat pilot to control one additional Freighter per level, up to a maximum of 10 Freighters. Other skill prerequisites might might include drone control and fleet management skills, as this new functionality would be a natural extension of those two current mechanics.

The Tugboat system would be a boon to industry, greatly easing the burden of moving the minerals needed to build components for all of the other cool new capital ships.

Dr Caymus
-=ATI=-



i would rather a ship the size of 10 charons that can move dozens of fully assembles bs's... (maybe even a carrier or dread un assemebled)

Cpt Greagor
Caldari
Liquid Relief
Posted - 2011.07.11 14:55:00 - [281]
 

Originally by: MeBiatch


i would rather a ship the size of 10 charons that can move dozens of fully assembles bs's... (maybe even a carrier or dread un assemebled)


An industrial carrier of sorts has been mentioned a couple times I do believe, which I do support the idea of. Basically an orca but bigger. Would be very helpful for lazy people like myself Smile

Sonjaa VII
Posted - 2011.07.11 15:46:00 - [282]
 

Originally by: Shazi Mavox
Meh, screw all the combat-ships. How about some more industrial/exploration ships? And why does it have to be capital ships? Why not some kind of seriously advanced cruisers/battleships?

I can only say that my dreamship is a T3 industrial cruiser with cargo expanding, mining and exploration subsystems (The exploration subsystem already exists though :P).

Either that or give me an orca-sized ship capable of doing research, refining AND the capability of moving through highsec.

But, dreams are only dreams if they are never realized... as soon as they are then they are dreams no more...


This !! I would re-subscribe for this.

T.

Sonjaa VII
Posted - 2011.07.11 16:28:00 - [283]
 

Originally by: Razor Edie
I'd like to propose a line of Q-ships, built around the industrials, and freighters. Essentially combat ships built out of merchant ship hulls, designed to fool enemies which prey on merchant shipping.

In game, this could be acquired via a module that was purchased and permanently modifies the stats of the T1 industrial into a T2 combat ship without changing the hull structure. On the UI, a modified Badger would still read as a Badger, etc.

In designing the stats, I would recommend that the Q-ship modules are limited to smaller-class gun sizes than the hull class would normally allow.




Imagine now, that you can fool the ship scanners with a fake cargo list, and make the gankers think you are carrying 30 plexes or some T2 blueprints ;]

T.

Ahjeebus
Posted - 2011.07.11 16:40:00 - [284]
 

Edited by: Ahjeebus on 11/07/2011 16:41:01
Edited by: Ahjeebus on 11/07/2011 16:40:47
Originally by: MeBiatch
Edited by: MeBiatch on 06/07/2011 19:35:33

a real mothership (modular outpost that turns into a moveable ship that anchors and turns into a mini outpost) i would want this ship to be able to traverse threw worm holes (think of a thunker tribe ship)




GOONS! TRANSFORM AND ROLL OUT!

icechip
Caldari
Angelus.Mortis
The Jagged Alliance
Posted - 2011.07.11 16:59:00 - [285]
 

Angelus: Mother-ship
Race: Jove
Type: Mobile Star-base

as stated before, its a Mobile Outpost, Think it should have manned guns as station do have guns.
Not to overpower the game and make the ship valuable.
The BPCs are not seeded but dropped, there are many BPCs to build this ship. Each piece of the ship are region specific. They are also contraband and have a very low drop rate.
Only 1 ship per Alliance alliance must have so many ppl.
So 1 person corp alliance cant field them.

This will keep the number of said ships down make there a reason to move around in sov. Take space as alliances will hunt down these BPCs.

Ship: Destroyable, everything inside also destroyed.
You want to stalk it to keep fighting.
Is classed Alliance Flagship

Gives bonuses when on the field.

Run LolaRun
Posted - 2011.07.11 17:43:00 - [286]
 

I quote below, but I think that making the HICTOR black ops jumpable and able to (warp while) covert cloak kinda of runs in to the Arazu's territory where it is the dedicated black ops tackler when coupled with the rapier's divine webbing abilities. The meaning I take from your suggestion is that a team of 3-4 Arazu pilots will simply use the HICTORs instead and the Arazu will be an unused hull. There are other serious factors like the hictor's huge tankability and pretty hefty dps, making it a bit overpowered to be hiding in the bushes sneak-a-boom tackling.

Thanks.

Originally by: Tarryn Nightstorm



Of course, this would require, under current mechanics, that HICTORs be able to mount covert cloaks, and/or covert cyno generators--so just change them to have that capability (shouldn't need a new ship for that, they'd basically be Force Recons with infini-points and the HICTORs' existing huge tanks/meh DPS.)

So, to summarise:

1) Expand the Stealth Bomber class to BC size so it can take out capital/super-capital ships
2) Make HICTORs BLOPs-bridge capable OR nerf supercaps such that they are vulnerable to standard points/scrams so Force Recons can still hunt them
3) Un-nerf the capabilities/diversify the role of the Black Ops battleship.



Alysina
Gallente
Everset Dropbears
Posted - 2011.07.11 17:43:00 - [287]
 

Edited by: Alysina on 11/07/2011 18:09:12
The escort carrier idea sounds nice.
However if they would be ever implemented they should be considered as cutting edge technology need like the racial carrier skill at V. They should be able to carry 10 fighters (not bombers but maybe some sort of special also cutting edge technology needing fighters V) and field 5 of them. They should be able to enter hisec via gates, have somewhat limited jump range (like titan jump range maybe?) and they shouldnt be able to use acceleration gates.
These ships should be good vs support but weak vs other capitals and small ships.

Regular dreadnoughts should an additional set of guns, which are effective against battleships in a somewhat limited range. Have their siege cycle reduced to 5 minutes and their current close range weapons should be effective vs other caps even out of siege.

Add t2 tier 2 BC's with highly effective weapons vs capitals, but weak vs support.

Add t2 tier 3 battleships with long range and a limited siege module which makes them effective vs supercaps but they are vulnerable against (escort carrier's?) fighters or support.

Add new t2 "aegis" destroyers which could fit a smartbomb-like module which would damage nearby drones/fighters/fighter bombers. (would also reduce lag caused by the swarms of drones in a big fleet battle)


Jennifer Nardieu
Posted - 2011.07.11 18:44:00 - [288]
 

Edited by: Jennifer Nardieu on 11/07/2011 18:48:34
Originally by: Pyatera
Edited by: Pyatera on 07/07/2011 01:04:28
Originally by: AnzacPaul
Originally by: The Old Chap
Rorqual and something based on the Dread hull that can both access hi-sec. There's a lot of carebear 'neglected vets' would be very pleased with that, and it would be really easy for CCP to implement.



Ever heard of an orca?

Orca can't compress ore.

Personally, I'd love to see a highsec combat capship. If you wardec someone, there should be a ship that can take down a highsec POS. With battleships alone, it just takes wayyyy too long and needs far too many to do it. Concord could relax the rules a bit with cynos in highsec and just make covert cynos illegal. Also, Dreads and other capships in highsec have to be fitted with a constraint that means they can only fire on wardecced targets, guns and other mods will be physically disabled and unable to fire on non wardecced targets. Not that any sane person would use a multi-billion isk ship to suicide gank.



IMO Cyno's should be corp standing related and use statutes when activated in high.

If your corp has a sufficent standing to use CYNO's in high sec, you should be able to use them. Treat them as POS towers, buff concord with "insta mod-off guns" to deal with people carriers triage tanking concord.

But allow capitals in general in high sec. Would add a hell of a dynamic to high sec wars.

As for a ship, I'd like some real use given to see T3 Frigates and T3 Destroyers.

Aitena
Posted - 2011.07.11 18:49:00 - [289]
 

Edited by: Aitena on 11/07/2011 18:50:42
An ECM capital ship that can only jam/damp/whatever against Titans and Supercarriers. It would be especially vulnerable to battleship-sized weapons. Balances out titans/moms and subcap fleets in a single swoop. Perhaps to retain super viability you could add a second remote sensor boosting tanked cap.

Lilliana Stelles
Caldari
Nagrom Security Syndicate
Posted - 2011.07.11 21:05:00 - [290]
 

A large anti-drone/EWAR platform, perhaps a carrier hull, that has new specific modules designed at temporarily disabling drones. It would have a very fast lock time for its size, or AOE abilities, but would have very little direct combat capabilities outside of Ewar.

Specifically, it'd be designed and neutralizing/lowering damage from supercarriers, carriers, and domis.

Wangston Hughes
Posted - 2011.07.11 21:14:00 - [291]
 

Do not add more caps. This is the worst thing you could do, and not all of you at CCP appear to be complete morons. Listen to your employees who are not borderline ******ed. Fix the idiotic, terrible balance situation you already have, do not make it worse. Doing so will also reduce your botting problem, which I am sure you genuinely give a damn about.

Abrazzar
Posted - 2011.07.12 19:04:00 - [292]
 

Found an old thread of mine about specializing the role of a titan with some kind of rig, which could be done now with a titan sub-system. Just reposting it here for giggles' sake, it's three years old already:

Quote:
The Titan Configuration is achieved by adding a special rig to the titan, which only titans can use and can only install one at any time. The rig could be made out of T2 capital parts fitting to their effect. The same mechanic could be used to give the other capitals or supercapitals more specialized roles, creating more choices and diversity. Even 'normal' ships could be given 'Role Rigs' to increase diversity without having to go through the whole ship design process, though balancing this at that scale could be awkward and difficult.

Here are examples of five specialized roles which a Titan can occupy: Fleet Command, Assault, Industrial, Frontline Logistics and Support Logistics.

Fleet Command Configuration
Increases amount/efficiency of warfare link modules and increases the standard titan gang bonus at the cost of combat prowess, offense, defense or both. It is meant to hold a safe position in a system during fleet operations to serve as a command post for the fleet in combat, increasing the fleets prowess without being in the front lines itself.

Assault Configuration
Increases the weapon efficiency and the doomsday device, maybe even allow a focused, single target DDD installed instead of a normal one which has a higher damage/RoF with lower activation costs. The downside is that the more 'civilian' modules like Jump Portal and Clone Vat bay cannot be used at all or at lower efficiency. Its purpose is to be directly at the front lines to wreck havoc among other capital ships and to accelerate POS takedowns.

Industrial Configuration
Allows the use of new Industrial Titan Modules that copy the effect of certain POS modules, like refineries, assembly lines or even moon harvesters. The Industrial Configuration gimps any combat capability of the titan though. The function of a Industrial Titan is to act as a mobile POS for deep space exploration or nomadic corporations.

Frontline Logistics
This configuration boosts the efficiency of logistic modules to repair shields, armor, hull and cap recharge rate. Instead of a DDD the Frontline Logistics Titan repairs ships of its assigned fleet close by and has a repair bay where any friendly can quickly fix up and refill any ship. It is supposed to be directly at the battlefield or close by to increase the durability of its fleet.

Support Logistics
Increases the range of the Jump Portal or allows the creation of a semi permanent two way jump bridge. Cargo, clone bay and ship maintenance bay are enlarged to further fortify the logistics. The Support Logistics Titan is all but defenseless apart from maybe the DDD. It's purpose is to enter a contested system and quickly deploy a fleet or evacuate depending on the situation.

Mobius Reynolds
Posted - 2011.07.12 19:19:00 - [293]
 

Wow...this thread is starting to die. Oh well, time for some more ship suggestions, feel free to go on not caring about this lol.

Not capital ships, but anti-black ops and anti-capital ship...I personally like these.

Modules:
Particle "Chaff" Field Generator:
Like a smart-bomb, but non-damage dealing, and with a large area of effect...Generates a field of highly charged particles, forcing cloaked ships to de-cloak (the whole de-cloaking if something is too close). Modules generate a lot of heat, so can't be activated rapidly. Will not effect non-clocked ships in any way. Mounted in a low slot.

String Distortion Scanner:
High Pre-requisite skills...based off of scanning capabilities
An active module that enables equipped ships to detect cloaked ships in the overview (although, visual tracking is still lost). Is not accurate enough for targeting and shooting, but will allow for deployment of other counter-measures. Mounted in a mid slot

Exotic Particle Field Generator:
T2 Particle Chaff Field Generator. Has the same effect as above, but in a larger area; but with an added effect. Can cause an overload of the cloaking generator, temporary disabling the cloaking module, and dealing damage to the cloaked ship. Will not effect non-cloaked ships in any way. Damage will not effect gate-cloaked ships.
-----
Items:
DED Cynosural Field Permit (Or empire cynosural field permits):
A one-time use permit that would allow for the generation of a cyno field in empire space. (Simmilar to starbase charters)

DED Pilot's License Capital Ship Endorsement(Or Empire Capital Ship Endorsement):
Similar to starbase charters, would be something like LP items (I won't say my other idea lol)...I'd like to see it be a permanent but I guess the using it as "fuel" would work too. Would allow for capital ships in empire space. Ships still could not use the gate network, but could move freely about a system.

Ships:
Hunter-Killer:
T2 destroyers and Battle-Cruisers (based off the harbinger/drake/hurricane/Myrmadon serries) designed to detect and eliminate cloaked vessels. Could fit Particle Chaff field generators and String distortion scanners. Advanced systems allow them to control the advanced sensor systems needed to detect cloaked ships. Designed for tackle and short-ranged dps.

Monitor:
Destroyers that can be fitted with 4 battle-ship sized Turrets. Large DPS increase, but also an increase in signature radius. Either that or battle-cruisers designed to fit capital sized turrets. 4-High slots...Poor man's capital ship or battleship. Would be great for suicide ganking...but I imagine they will be worth quite a bit.

Tugs and Outriggers:
Designed to move large ships (such as capital ships and battleships) around without the need for a pilot in those ships. Cargo it can move is based off of total mass, not off of size. Not sure what size these ships should be, nor if their should be a limit to the number of ships in-tow. Outriggers would be T2 tugs, more powerful engines to allow for moving larger ships such as super-capital ships (suppercarriers and titans). Both will move slowly, but can jump. Can only go through gates if they are carrying ships capable of gate-travel.

DED Cruiser...or is it a Frigate? I really like the look of the DED ships, so maybe if they released the small one as a LP item...
So...What do you think?
(and yes, I know they need to fix the current stuff...but they've already implied they're working on it, and I like spouting nonsense)

Khadann
Caldari
Sense of Serendipity
Echoes of Nowhere
Posted - 2011.07.12 22:09:00 - [294]
 

Tech III ship half size between BS and cap.
Same principle than cruiser tech III


In last eon issue, one of the dev tells the apochripha expension development story. he mentionned that they thought doing this kind of tech III next time

MeBiatch
Posted - 2011.07.12 23:10:00 - [295]
 

personally imo i would prefer the ewar cap ship to get bonus for webber infinity point and nuets... then shooting remote ECM... i think that the ewar cap ship should be vulnerable to sub cap ships and giving it remote ecm would be op imo...

though i am really liking these ideas... keeep ehm comming guys!

WeeZeLL
Posted - 2011.07.23 21:31:00 - [296]
 

necro bump

Sadayiel
Caldari
Inner Conflict
Posted - 2011.07.23 21:58:00 - [297]
 

A couple of ideas not sure if someone suggested something similar.

Bc tech 2 versions or tech 2 version of some Bs knows as juggernauts.

Heavy resist and tanks little capacity to deal dmg unless firing to smaller ships (kinda like of flak and anty small-craft design)
special ability allows them to fit a module that generates an sphere around them any ship inside, takes % less dmg from all sources and it's in fact redirected to the juggernaut.

Sphere Pros: reduce the incoming dmg from friendly ships nearby, eases the tank abilities of fllet making a single ship to take a major part of the punishment.

cons: % dmg redirected it's not stackable but acumulative, this means if 2x juggernauts are fielding the shield, they both receive a 20% dmg of the ship under attack but the ship still receives the 80% original dmg. Also ANY ship under the sphere it's affected by the dmg reduction making it so close ranges fleets have some short of advantage pver the common snipe fleets.


Also quick dread fix. makes the siege module use scripts.
Script A makes the dread inmmune to Ewar (Ecm and weapon disrupt, still affected by bubbles and scramblers)and reduces greatly the incoming fighter and fighter bomber dmg, plus increasing their dmg and tracking Vs capital size vessel (a kind of anty carrier mode) while still mobile to chase the enemy ships in the grid.

Script B gives a % increase on Dmg/RoF and Dmg penetration while reducing the use of Capacitor from the gun if there is any. Thus making the dread a kind of fixed artillery that can take the PoS with more ease than capital ships.


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