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blankseplocked A Capital Idea? CCP wants MORE cap SHIPS!
 
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Black Dranzer
Caldari
Posted - 2011.07.07 16:32:00 - [151]
 

Frankly I think there could be better things to invest resources in than new captials, but I might be biased because I avoid big ships like the plague.

Some form of support capital? Capital reps?

Liu Ellens
Minmatar
Posted - 2011.07.07 16:33:00 - [152]
 

So far we can jump stuff. But we can't jump other pilots.

How about
a) In a pod, dock up to a "pod-carrier" with up to X others and get jumped while the ships are jumped separately. Extra tension in the field then to get everyone suited up again quickly.

b) Have a jump-bubble. Every (smaller) ship within e.g. 20km, up to a total mass of X, will go with you as you jump - including enemy ships; How about this for new tactics?

Just some ideas from a transporter...

Mr LaForge
Posted - 2011.07.07 16:33:00 - [153]
 

Edited by: Mr LaForge on 07/07/2011 16:33:19
Just get me a T3 battleship with the same bonuses as the Tengu, but scaled to cruise missiles/torps and you'll see caps die.

T3 Battleships - Capital ship tank destroyers.

MeBiatch
Posted - 2011.07.07 16:37:00 - [154]
 

Edited by: MeBiatch on 07/07/2011 16:38:02
Originally by: Hungry Eyes
u kidding me?

cuz we need more cap hot drops on small roaming HAC gangs.


which is inturn countered by 40 cloaked Heavy bombers (tech II tier II bc's) who kill the hot drop...

for me its all about counters... i bring x you bring y which kills x so i bring z which counter y, and x is the counter to z... in the end a big fight you should have to bring EVERYTHING including the kitchen sink so you wont be countered...

Ayrala
Gallente
Black Mesa
Posted - 2011.07.07 16:37:00 - [155]
 

Originally by: Mr LaForge
Edited by: Mr LaForge on 07/07/2011 16:33:19
Just get me a T3 battleship with the same bonuses as the Tengu, but scaled to cruise missiles/torps and you'll see caps die.

T3 Battleships - Capital ship tank destroyers.


Tengu....torps....*drool*

Hyperforce99
Gallente
The Scope
Posted - 2011.07.07 16:41:00 - [156]
 

I would like to a see a capital ship that acts like a huge sub-cap support vessel.

For example, a capital that when deployed emits a bubble that raises or lowers the resistances of all sub-capital ships withing its field (*non-stacking) And that has a lot of sub-capital class weapon slots (point defense type weapons)

Scouting Party
Posted - 2011.07.07 16:43:00 - [157]
 

Ship that has a market. Because J# need somewhere to sell stuff if it's alliance based. Could also open up an entire new degree of exploration: finding neutrel stations where you can sell your loot to the owners.

Ships for opening up wormholes... or altering them in someway. Like, a ship for increasing mass limits on a WH, by resetting the mass limit to full. Or for the reverse, and dropping mass hugely.

Ships or structures that can store clones. In a wormhole. Not jump clones, just clones. So that when you get podded, you reappear at your POS, rather than a billion jumps away on the other side of the galaxy in a system you've long since forgotten about.

Ships with larger warp disruption bubbles.

Ships with AOE cloaking.

Ships with AOE shields.

Suicide ships, proximity explosion ones. That do AOE damage, large amounts, but are literally just suicide boats. OMG! Enemy titan! DRIVE INTO IT! BOOM!

kano donn
New Path
Posted - 2011.07.07 16:46:00 - [158]
 

Wormhole capitol:
* Can only be made in a WH
* Cant not cyno out
* Has minimal fighter capabilities(can only field 5 and hold 5)
* Gives excellent fleet PVE bonuses
* Has a slot for a module which would force a WH open for a longer period of time at diminished maximum mass. with another script, make the WH accept a load of greater mass but would reduce the duration

Cpt Greagor
Caldari
Liquid Relief
Posted - 2011.07.07 16:48:00 - [159]
 

Edited by: Cpt Greagor on 07/07/2011 16:49:47
Originally by: Scouting Party
Suicide ships, proximity explosion ones. That do AOE damage, large amounts, but are literally just suicide boats. OMG! Enemy titan! DRIVE INTO IT! BOOM!


The suicide ships wouldn't be half bad as long as they didn't do TOO much damage. Or they were restricted to low/null. They would also help fuel the market as they would (if they proved useful) sell much faster and in larger quantities.

But then you have the other people who will refuse to use them because OMG MY KILLBOARD

edit: removed the unnecessary part of the quote.

Hague Starcatcher
OffBeat Creations
Posted - 2011.07.07 16:56:00 - [160]
 

Interdiction Dreads create a warp bubble 1 AU wide, all ships warping through this zone get pulled to the iterdiction ship.

Signal Disruption Dreads blocks local when in siege mode.

TedStriker
The Scope
Posted - 2011.07.07 17:10:00 - [161]
 

Edited by: TedStriker on 07/07/2011 17:10:15
Yes, because if this game lacks anything its Capital Ships...

damn, would you PLEASE play your game for once? Shocked

DogTyred
Cool4Cats
Posted - 2011.07.07 17:10:00 - [162]
 

Rather than new Caps. I'd like to see the ones we have provided with proper capital modules, Cap Nuets , Cap Smarties , named and T2 Cap repair mods , weapons etc , T2 and faction Cap ammo.

Perhaps a T3 Dread would be fun with the ability to change subsystems for greater versatility.

Kerfira
Kerfira Corp
Posted - 2011.07.07 17:12:00 - [163]
 

Capital moon miner... Replaces POS moon mineral extraction though at higher extraction rates (how much is TBD)...
All processing is still done at POS.

Taedrin
Gallente
Kushan Industrial
Posted - 2011.07.07 17:31:00 - [164]
 

Tech 2 dreadnaught: a small, agile capital ship which has an enormous damage bonus to capital sized weaponry, so that they excel at taking down super-caps. Also has signature resolution penalty and tracking penalty so that it has difficulty projecting any damage at all to targets smaller than a super cap.

Make it small enough so that it can resist fighter bombers and cheap enough so that it isn't very meaningful to doomsday it with a titan.

MeBiatch
Posted - 2011.07.07 17:36:00 - [165]
 

Originally by: TedStriker
Edited by: TedStriker on 07/07/2011 17:10:15
Yes, because if this game lacks anything its Capital Ships...

damn, would you PLEASE play your game for once? Shocked


indeed... there are lots of things eve needs (current ship balance, new space/ new items/ new skills/ simcity for PI/ fw fix/ and new cap ships amoung them) the cool thing is that CCP can expand on all these areas at the same time... its called Synergy

Tippia
Caldari
Sunshine and Lollipops
Posted - 2011.07.07 17:50:00 - [166]
 

Originally by: TedStriker
Yes, because if this game lacks anything its Capital Ships...

damn, would you PLEASE play your game for once? Shocked
In essence, I agree with this, but perhaps not for the same reason.

My view is that just adding more cap ships doesn't really solve the issue of giving people more things to train for. If you're already well into the cap ship race, to the point where you start feeling there's nowhere else to go, you're most likely already well on your way to getting whatever new cap ship is added. It will keep people occupied for [rank/2] weeks, and then they're back to having nowhere else to go.

Moreover, it seems rather myopic to think that capships is the one way to go. While I'm certainly no vet, I'm already closing in on having nothing more to train for, for the simple reason that I have zero interest in getting into a battleship, much less a cap ship.

That's why I mentioned that what's really needed is something that has no connection whatsoever to the current ship progression (see the previously posted chart), but rather something that exists completely outside that tree. That gives everyone more stuff to train for, and it provides a much longer-term solution than just adding a Dread++.

That kind of solution would also avoid the problem of adding more layers, which only amplifies the perception that older players get better stuff — a parallel progression tree means that it's no more old-timer-exclusive than anything we already have, but still give old-timers something to "go beyond" with.

So really, the question is: what kind of functionality and roles are missing, and how can they be tied to ships of various sizes to create a progression tree, but at the same time not simply create a situation where bigger is better? Is there any kind of broader theme that hasn't been explored in the ships we already have? Some of the ideas, like the movable station or the multi-pilot ships, fit into one such theme: multi-occupancy vehicles (for which I'm sure there are a ton of technical constraints and concerns, but pff!…) that could conceivably be clustered together to create such a new parallel category.

SilentSkills
Gallente
Tax Evaders Inc.
Posted - 2011.07.07 17:57:00 - [167]
 

Originally by: Tippia
Originally by: TedStriker
Yes, because if this game lacks anything its Capital Ships...

damn, would you PLEASE play your game for once? Shocked
In essence, I agree with this, but perhaps not for the same reason.

My view is that just adding more cap ships doesn't really solve the issue of giving people more things to train for. If you're already well into the cap ship race, to the point where you start feeling there's nowhere else to go, you're most likely already well on your way to getting whatever new cap ship is added. It will keep people occupied for [rank/2] weeks, and then they're back to having nowhere else to go.

Moreover, it seems rather myopic to think that capships is the one way to go. While I'm certainly no vet, I'm already closing in on having nothing more to train for, for the simple reason that I have zero interest in getting into a battleship, much less a cap ship.

That's why I mentioned that what's really needed is something that has no connection whatsoever to the current ship progression (see the previously posted chart), but rather something that exists completely outside that tree. That gives everyone more stuff to train for, and it provides a much longer-term solution than just adding a Dread++.

That kind of solution would also avoid the problem of adding more layers, which only amplifies the perception that older players get better stuff — a parallel progression tree means that it's no more old-timer-exclusive than anything we already have, but still give old-timers something to "go beyond" with.

So really, the question is: what kind of functionality and roles are missing, and how can they be tied to ships of various sizes to create a progression tree, but at the same time not simply create a situation where bigger is better? Is there any kind of broader theme that hasn't been explored in the ships we already have? Some of the ideas, like the movable station or the multi-pilot ships, fit into one such theme: multi-occupancy vehicles (for which I'm sure there are a ton of technical constraints and concerns, but pff!…) that could conceivably be clustered together to create such a new parallel category.


Best suggestion by far

Marlona Sky
Caldari Provisions
Posted - 2011.07.07 17:59:00 - [168]
 

Originally by: CCP Soundwave
This thread has some cool ideas, keep them coming guys Smile


Check Nova Fox shipyards. There you will find all the new ships you need. He has been working on that stuff for years now with an exceptional amount of praise. About time you introduce that ship lineup along with the other various new professions and mechanics.

You have been keeping up with that thread right?

Gwenywell Shumuku
Posted - 2011.07.07 18:01:00 - [169]
 

Look, i understand how noobs may think Cap-ships are THE THING to get in EVE. Then, they get there, and realize that caps add nothing to the game, they DETRACT from the game. They are a pain to use, but NEEDED to get anything sov-based done.

And now we want to add more? Cap-Ship implementation in EVE was ok when only Dreads where in game, as you needed something to shoot POS-Deathstars (like catapults), and that worked fine. Then carrier/motherships/Titans came, and since than its a BIG MESS.
Titan debacle, SC debacle, redesign of shiproles countless of times, every time the problem got worse.

Now we have so many of these caps/supercaps in game that its getting so terribly out of hand, and CCP thinks: hey, Capships are cool, lets add more? WTF.

tl'dr: caps are not as funny as many think, its not how you get vets excited. many would love to do without caps at all.

Nishachara
True Enlightenment
Posted - 2011.07.07 18:36:00 - [170]
 

Edited by: Nishachara on 07/07/2011 18:40:36
I would like to see a whole new type of ships...something new and entirely different.
Something along the lines tipia mentioned.

Maybe a wormhole-drive ship of some sort would fill that hole.
A ship that cant use jump gates and cant cyno...it can only use stable mini-wormholes.
That stable mini-wormholes that ship would create itself...

But i think it should be balanced that it has less precision than cyno jumping from the start, for example, pilot starts the wh creation module and after one cycle (and cycles should be long and expensive..isk wise) he has stabilised wh to the constellation he wants to get in, after two cycles his ships computer had locked wh inside two systems + / - from the target system...and if the pilot waits for three cycles spool up, than he opens wh right in the system he wants...

Also there could be whole fleet of ships like that (from frigates to battleships to capital wormhole opener ship which can open the wh for conventional ship or two...) and all of them would need a "anchor" ship in their class to open a wh and to move at all, so its a group activity, not some lonely ranger in "new type of jump capable ship"...

Even in high sec that could change things a bit...imagine players with resources and skills to fly such ships opening new system to system routes...and charging for use...etc...

Imho that new breed of ships could make things interesting a bit, especially for smaller gangs making "incursions" (yup same thing sansha nation does) into larger alliances space and hitting targets of opportunity.

Yes there is black ops for that, but black ops has its own a bit different niche imo...
And black ops use should have some benifits as opposed than using this type of travel so both type of intrusions can be an option...

That's my 2 isk... imho jumpgates are so last decade Razz...
so it would be cool if we had a whole new type of traveling and ships with it...

RC Denton
Posted - 2011.07.07 18:37:00 - [171]
 

My $.02:
Combat

  • The battlestar idea is too cool +1, maybe balance it more towards PVE like marauders

  • Ewar dread that can fit remote ECM burst modules in the high slots

  • Capital siege ships that can fit bomb launchers

  • Anti-SC flying gun cap ship. Basically a Yamato cannon with an engine and decent tank. Not as powerful as a full up DD but faster ROF. Gun only works well vs cap ships. Could be based on that concord ship model

  • Smart bomb based dread, bonus to dmg and radius. High velocity for a cap ship

  • PVE balanced cap ships in general, carebears gotta care


Industrial

  • Cap ship has docking and refit capabilities, plus some hangar space

  • A mobile refinery cheaper than the rorq that can compress ore, but has little cargo

  • A wormhole in a box, deployable mothership that can generate a POS style shield when sieged. Good for high class WH day tripping

  • I liked the emmisary idea that was in another thread. No combat capability, but a clone vat bay with a large ship maintenance bay and a jump drive. Small cargo.

  • Not exactly on topic, but a POS ore compression module

  • Capital moon strip miners

  • Capital planetary strip miners

  • Capital factory ship with lab and production lines, or a bonus to invention chance since it's destructable



Svalinn
SOMER Blink
Cognitive Development
Posted - 2011.07.07 18:43:00 - [172]
 

CHANGES
> Titans and Super Carriers lose certain aspects of their e-war immunity when in low security (can be pointed). OR, cannot enter 0.2 and above.
> Siege Module cycle timer and fuel consumption are halved. Dreadnought firepower increased by 50%.
> Titan doomsday devices can only be activated on capital sized targets and stationary anchored targets.


NEW STUFF
New ship: Capital Transport Carrier
- Super Capital Status, cannot dock. Can only be loaded and unloaded at a starbase hangar array.
- Long range jump drive. Moderate hit points. No offensive potential.
- Base Cargo capacity 7.5 million m3. Can not carry capital ships. (how does one assemble them in space)
- New skill: <Racial> Transport Carrier. Requires: Racial Freighter V.


New module and skill: Mobile Cynosural Jammer / Cynosural Field Disruption
- Can only be fitted on Heavy Interdictors. Consumes a small amount of liquid ozone when activated. Cannot be used at the same time as the Warp Disruption Field Generator. Use of the module prevents a ship from warping or jumping.
- Generates large AoE bubble (3-4x area of warp disruption bubble) that prevents all forms of cynosural field from functioning, and blocks active ones from receiving jumps. (Ships cannot jump to a Cynosural Field that is enveloped in the disruption field.)
- Ship skill increases range of bubble. Module skill decreases fuel cost.
- Does not block Covert Cynosural Fields.


New Ship: Capital Mining Platform aka Harvester
- Capital class mining vessel. Can dock at stations. Can not use gates. Possesses a Jump Drive and cannot enter high security space.
- Functions only when deployed with a Mining Core module.
- Uses Heavy Strip Miners and has large cargo bay as well as a corporate hangar array. No ship maintenance array.
- New Module "Mining Core" and skill "Heavy Mining Laser Reconfiguration". Mining core reduces cycle time of miners and boosts defense at the cost of movement, warping and cloaking.
- New skill "ORE Capital Mining Platform", requires Exumers V, Capital Ships III


New Module: Military Core
- Can only be fitted onto Carriers. Consumes strontium.
- Increases drone damage by 200% and increases shield and Armour resistances by a factor of 30% which is not subject to a stacking penalty. Grants bonuses to the effect of racial command links when used on the corrisponding racial carrier when deployed by 30% (Archons recieve a bonus if running armor command links, Chimers receive a bonus to shield etc).
- Reduces the effect of projected repairers by 50% when fitted, and by 0% when active. Ship can be remote repaired while deployed, but this suffers a 50% penalty. Makes ship immune to e-war. Can not assign drones while deployed with a Military Core. Cannot move or warp while deployed. Cannot be used in conjunction with a triage module.
- Military Core allows Carriers to become offensive platforms on the field with high resistances and the ability to be remote repaired by friends, boosting fighter damage and granting huge bonuses to passive defense and command, but forgoing any form of projected repair itself.
- New skill "Tactical Drone Control Reconfiguration", requires AWU V, Advanced Drone Interfacing IV, Capital Ships III

Tarryn Nightstorm
Minmatar
Hellstar Towing and Recovery
Posted - 2011.07.07 18:49:00 - [173]
 

Edited by: Tarryn Nightstorm on 07/07/2011 19:27:45
Edited by: Tarryn Nightstorm on 07/07/2011 19:05:23
Edited by: Tarryn Nightstorm on 07/07/2011 19:00:35
Edited by: Tarryn Nightstorm on 07/07/2011 18:55:58
Edited by: Tarryn Nightstorm on 07/07/2011 18:52:17
(/Me sighs disappointedly.)

WE.
DO NOT.
NEED.
MORE.
CAPITAL.
SHIPS!!!

(FFS, how about making the existing Dreadnaught useful again?)

Or, more to the point, how about a more mobile, more accessible way to take out capital ships, that encourages teamwork and small gangs?:

Bascially, expand the scope/potential of the whole Black Ops thing, such that a small, BLOPs-based gang can effectively hunt capital/super-capital sized ships.

I realise I may be a bit biased, as we've started playing around with BLOPs-drops recently, and damn, it sure is lots of fun!

(And such an incredibly EVE-ethos-friendly idea, I might add Twisted Evil)

Someone posted this first part already, I believe, but I really like the idea, and will expand on it as regards other critical members of the team:

Heavy Stealth-Bomber based off of tech II/Tier II BC-size chassis. Same size and mobility (maybe a little faster or more agile), tech II resists for tank, more or less the same slot-layout, but (assuming 8 high slots) fitting a CovOps cloak, 5-6 Capital-size weapons, and the ability to fit a Covert Cyno generator to cyno your mates in to take out that stupid carrier/mothership pilot who thought he was safe NPC'ing alone in deep-sov blob-bear space.

(And, black/red Drake with oversized engine-section, I can finally haz!)

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.)

...OR, if/when we get the BADLY-needed/long-overdue super-cap nerf, they will be made vulnerable to standard warp disruptors/warp scramblers, so the Force-Recons can still be the "hunters," just with more potential targets. Much more risk, much more potential reward, capisce?

Also, make Black-Ops BSs CovOps-cloak capable, and un-nerf their fitting/fighting capability, so, ya know, people might actually use them as more than mobile "motorway generators;" As they are now, that's way too long a skill-tree, and way too expensive a hull, in exchange for way too limited a role. This, plus they are too limited even in that role given their jump-range/fuel use shortcomings.

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.

(NOTE: This assumes that the core of this whole concept--the BC-size Heavy SB--is made powerful enough that a small BLOPs gang--5 HSB pilots: 1 SC, maximum!--has a reasonable chance to take out a super-cap: The last thing we need is more reasons to blob-up!)

Because super-capital pilots have had their fun with their RMT-financed "I Win" button long enough. They need to learn to fear the Great Dark again, just like everyone else in EVE...

Dr Sodius
Posted - 2011.07.07 18:52:00 - [174]
 

Edited by: Dr Sodius on 07/07/2011 18:56:09
Originally by: Svalinn
CHANGES
> Titans and Super Carriers lose certain aspects of their e-war immunity when in low security (can be pointed). OR, cannot enter 0.2 and above.
> Siege Module cycle timer and fuel consumption are halved. Dreadnought firepower increased by 50%.
> Titan doomsday devices can only be activated on capital sized targets and stationary anchored targets.


NEW STUFF
New ship: Capital Transport Carrier
- Super Capital Status, cannot dock. Can only be loaded and unloaded at a starbase hangar array.
- Long range jump drive. Moderate hit points. No offensive potential.
- Base Cargo capacity 7.5 million m3. Can not carry capital ships. (how does one assemble them in space)
- New skill: <Racial> Transport Carrier. Requires: Racial Freighter V.


New module and skill: Mobile Cynosural Jammer / Cynosural Field Disruption
- Can only be fitted on Heavy Interdictors. Consumes a small amount of liquid ozone when activated. Cannot be used at the same time as the Warp Disruption Field Generator. Use of the module prevents a ship from warping or jumping.
- Generates large AoE bubble (3-4x area of warp disruption bubble) that prevents all forms of cynosural field from functioning, and blocks active ones from receiving jumps. (Ships cannot jump to a Cynosural Field that is enveloped in the disruption field.)
- Ship skill increases range of bubble. Module skill decreases fuel cost.
- Does not block Covert Cynosural Fields.


New Ship: Capital Mining Platform aka Harvester
- Capital class mining vessel. Can dock at stations. Can not use gates. Possesses a Jump Drive and cannot enter high security space.
- Functions only when deployed with a Mining Core module.
- Uses Heavy Strip Miners and has large cargo bay as well as a corporate hangar array. No ship maintenance array.
- New Module "Mining Core" and skill "Heavy Mining Laser Reconfiguration". Mining core reduces cycle time of miners and boosts defense at the cost of movement, warping and cloaking.
- New skill "ORE Capital Mining Platform", requires Exumers V, Capital Ships III


New Module: Military Core
- Can only be fitted onto Carriers. Consumes strontium.
- Increases drone damage by 200% and increases shield and Armour resistances by a factor of 30% which is not subject to a stacking penalty. Grants bonuses to the effect of racial command links when used on the corrisponding racial carrier when deployed by 30% (Archons recieve a bonus if running armor command links, Chimers receive a bonus to shield etc).
- Reduces the effect of projected repairers by 50% when fitted, and by 0% when active. Ship can be remote repaired while deployed, but this suffers a 50% penalty. Makes ship immune to e-war. Can not assign drones while deployed with a Military Core. Cannot move or warp while deployed. Cannot be used in conjunction with a triage module.
- Military Core allows Carriers to become offensive platforms on the field with high resistances and the ability to be remote repaired by friends, boosting fighter damage and granting huge bonuses to passive defense and command, but forgoing any form of projected repair itself.
- New skill "Tactical Drone Control Reconfiguration", requires AWU V, Advanced Drone Interfacing IV, Capital Ships III


THIS... and the "Harvester" idea ... add the ability to "dock" 4-6 hulks or any other exhumer/mining barge to increase yield output and we are ready to go!

&

Please visit your user settings to re-enable images.

WANT!!!!

ITTigerClawIK
Amarr
Galactic Rangers
Galactic-Rangers
Posted - 2011.07.07 19:20:00 - [175]
 

although i like the idea of more cap vessles i think its about time to add some ships that are more science and industry orientated, most combat ship roles have already been taken up but other roles like science and industry have remained rather static and bland, sure a new ships ocme sout for the area every other year or so but i think it may be time to delve into that side a bit more,

i thouhgt it would be great to have a very advanced science ship with the capabuility to monitor and effect wormholes.
this ship would be able to equip new highly speculised gear like a module that can read and monitor how long a wormhole has left untill collapse. Another module for this ship could be to monitor the amount of Mass that could be capable of passing through a wormhole before collapse.
the module that i most wanted to see for such a speculised vessel would be a high slot beam that when fired has the capabuility of either replenishing the amount of Mass able to go through a wormhole after ships have passed throuhg back to its maximin mass of course taking a while to do so effected by the skill level of the pilot, and a counterpart to stabalise a wormhole to allow the wormhole to stay open for longer.
other possible modules could include a weapon of sorts able to shut down cyno fields when activated on the vessle that has jsut opened one imidiately shutting off the cyno field with the target unable to re-open another one for a coniderable amount of time.


such a vessle would of course have a very tough almost interdictor like defence but absalutely no offensive capabuility and thus need to be protected.
i could see such a vessle be very usefull to high and null sec entities alike for both military and industrial purposes and provides a new goal for the more support orientated character.



quigibow
Posted - 2011.07.07 19:21:00 - [176]
 

Originally by: Tippia
stuff about ships


its a bit longer then a 2 week training for get a capship skill up to V... dread V can take upto 1.5 months... and thats just one skill

if they added several capital ships then that means more 12x and 14x skills

plus there would be capital mod skills on top of that...

you already admit you dont fly anything larger then a BC... so you have no interest in new cap ships... thats fine with me as i also would like to see more non cap ships added aswell...

in the end imo there are areas where there are missing cap ships (ewar tackle covert minning MOM)
and there is a definite need for non cap ships aswell including totally new skill trees... (jove anyone?)


fukier
Handsome Millionaire Playboys
Flatline.
Posted - 2011.07.07 19:58:00 - [177]
 

you ships and skills you say? i like thisVery Happy

Zakua Corbin
Posted - 2011.07.07 20:02:00 - [178]
 

Originally by: MeBiatch
Edited by: MeBiatch on 06/07/2011 19:35:33
Turns out CCP Soundwave wants to add more cap ships and high level skills:

"I think with the lack of new skills, ships etc we’ve partially neglected the veterans. There are probably a lot of players out there who haven’t had a meaningful training goal for a very long time. I’d like to put some more skills into the game, and possibly even cap ships. Wouldn’t necessarily have to be better caps as such, just more variety to give people some goals to work towards."

So what new cap ships and skills/mods would you like to see?

personally i would like to see:
tech II dread (ewar dread that tackles super caps with capital nuets/ webbers and infinity point)

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)

or how about a deep space exloration capital ships (a science vessel)

or how about a black ops Carrier...

if they do add new capital ships... what would you like to see added?



I like it all!! add a T3 BS for us newb vets haha

Solomunio Kzenig
Amarr
Indicium Technologies
Hephaestus Forge Alliance
Posted - 2011.07.07 20:21:00 - [179]
 

1. 'Proper' logistics ship, gets bonuses to ship bay that can carry rigged ships. Based on currrent freighter models but with slots and better agility, downside is greatly reduced 'general' cargo hold.

2. Escort Carriers, smaller carriers that get bonuses to racialy based remote tank reps (Amarr/Gal remote armour, Cal/Minne remote shield) and remote hull reppers. Have smallish Drone bays (250m3 or so) and can carry maybe 5/10 Fighters. Oh and these babies can use ordinary jump gates.

qwijJibow
Caldari
Handsome Millionaire Playboys
Flatline.
Posted - 2011.07.07 20:51:00 - [180]
 

YAY more ships!!!! i want the covert ops BC... i shall call it sneeky deeky...Laughing


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