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blankseplocked A Capital Idea? CCP wants MORE cap SHIPS!
 
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djenghis jan
Amarr
Debiloff
Posted - 2011.07.08 06:09:00 - [211]
 

A capital ship that can neut blobs?

Attack Beaver
Posted - 2011.07.08 06:26:00 - [212]
 

A Supertitan. It has the same stats as a normal titan, looks like a normal titan and takes the same effort to build but it has one distinct difference.

It fires a one shot weapon that kills EVERYTHING on grid, supercaps, subcaps, POS's EEVVEERRYYTTHHIINNGG !!

The catch is that the supertitan itself explodes when it fires. This would cause people to be wary of fielding supercap blobs but it would also make sure the people using it are REALLY REALLY SURE they want to do it because of the financial penalties involved. It would be a true tactical nuke and a last resort suicide bomber weapon. Cool ?

Renan Ruivo
Hipernova
Vera Cruz Alliance
Posted - 2011.07.08 06:35:00 - [213]
 

I am glad that Soundwave entertains the idea of adding more ships to the game and even happier that he wishes to treat people who have nothing else to train.

I'll go here and say that whatever ship they add, it has GOT to me some sort of role that would at the same time DECREASE the need for large numbers, and DISENCOURAGE from using on large numbers. I am pretty sure that the Super Carrier goal was to make huge fleets of sub-capitals less desirable. But then your fine EVE playerbase just went on and made Super Carrier blobs.

I liked the idea of a ship that damages everything thats on the grid, like a super suicidal titan, but i disagree on making it damage POS'es.


For roles, i am not going to suggest any specific role here. Only going to suggest that you take a closer look at anti-fleet ships.


Know what, forget what i said. I AM going to suggest a specific role. T2 dread that has HUGE tank instead of HUGE (meh) DPS. Plus, it can open bubbles that are 100km in diamater. However,it cannot move with the bubble. This would prevent large fleets of battleships and caps from escaping.

However, do give it an even larger sentry drone bonus.

UGWidowmaker
Caldari
freelancers inc
Imperial 0rder
Posted - 2011.07.08 06:39:00 - [214]
 

A new supercapital ship:

dreadnaught but with new roles, each race should have 2 kinds of dreadnaughts, one for pos bashing and one for super capital slaying.

the pos bashing one should be as they are today maybe with a bit more armor/shield if needed at all
the super capital killer should be able to fit capital nosferatus and capital energy neuts wich only works on capital ships maybe make em able to scram a supercapital so it cant jump im a bit concerned about that part thou as it might be too much since it can drain energy and we all know that soon enough there will be 100 of em on the field. there firepower however should not be as good as a pos bashing capital and it will have to go into siege to use the nosses and neuts..


one thing for sure is that dreadnaughts needs some loving of some kind. and a new dread pr race wouldent harm at all.

also dear ccp i sugest u make it so that alliances can build 1 vesal wich belong to the entire alliance and only stays in that alliance and only can be moved upon vote from ceo`s AUTO MOVE. it should be a movable station with scentries and stuff now lets see fun **** like that too..

Chevalleis
The Legendary Conquest
Posted - 2011.07.08 06:44:00 - [215]
 

I want a Hive ship

Uearel Atram
Posted - 2011.07.08 06:50:00 - [216]
 

How about they fix the existing capitals first?

Shadowsword
The Rough Riders
Ares Protectiva
Posted - 2011.07.08 08:28:00 - [217]
 

I'd like tier 2 dreds, with basically 20% more HP and one more weapon, for +50% building cost over tier 1. And T2 XL modules to give some serious skill training time.

tier 4 battleships?

A Destroyer overhaul. Their offense is fine, but they are way too fragiles to justify their "player slot" cost in pvp. IMHO, destroyers and assault frigs should have their HP booster to near current cruiser level, and cruisers HP boosted half-way to BC level.


Uhura Dennkhar
Posted - 2011.07.08 08:33:00 - [218]
 

Edited by: Uhura Dennkhar on 08/07/2011 08:33:19
First I think they have to polish the game (erase some old bug) and re-skin the old ships first! sorry but 1 reskin per year is a little light, and 6 months for turrets skin and one captain quarter... not so much too...

but you have some great ideas that I would love to see IG !

Juliette DuBois
Posted - 2011.07.08 08:40:00 - [219]
 

I forgot to add that you need to abolish tier system and balance ships to be "equally" powerful within a category. That will open up more low end options for new players and cheap pvp. This is especially problem in frigates and cruisers, but T1 BC are also slight underpowered compared to tier 2. BS are bit less of a problem, but best ones are still most used (Abaddon, sniping alpha mael and nano shield Pest). Best being ones that work best within current metagame of medium-long range damage projection/mobility and logistics worthy tank.

pipvac
Sacred Templars
RED.OverLord
Posted - 2011.07.08 08:46:00 - [220]
 

Edited by: pipvac on 08/07/2011 08:49:39
Planetary bombardment vessel (PBV).

Capital class ship, capable of scanning specific PI sites within a system, with dedicated weapon turrets for destroying installations. Limited ship to ship capabilities. Would need to rely on support ships for protection.


With a counter...

Planetary defense modules.

Installed planet side in null sec where sov has reached a minimum level. XL type turrets, so very poor tracking and rate of fire, but able to deliver eye watering amount of damage per salvo. Perfect for side swiping a lumbering cap ship in orbit, but very poor at targetting sub-caps. Each planet could have a limit number of defensive slots, which would require co-operation on the part of those who share sovereignty to get the best from it.

Potential for future link with DUST... send in a ground assault to disable defenses for example.

Just a thought. Very Happy



Sergio Ling
Posted - 2011.07.08 08:54:00 - [221]
 

capital bomber. think a space mangonel

Vain Eldritch
Caldari
State War Academy
Posted - 2011.07.08 08:55:00 - [222]
 

I'd say anything that reverts wars back to a brawling push and shove and away from 2-3 week supercap Benny Hill.

I like the idea of anything anti-supercap so people need to think very carefully before deploying. A more defined role for them would be nice too.


Flibertygibbet
Posted - 2011.07.08 09:36:00 - [223]
 

Edited by: Flibertygibbet on 08/07/2011 09:48:49
Someone already suggested this: a Point Defence carrier: Designed to kill drones, fighters and fighterbombers.

I imagine it would have a flak envelope of small guns with the ability to track really fast (but small AOE), for defence - as opposed to massive tank, and an offense of I dunno ELECTROGUNS, that stun drones and stuff leaving them intact but inoperative unless scooped and redeployed. Missiles would explode obviously. This would also be area of effect, so affecting friendlies too.

The attack profile would be to dive headlong into the enemy fleet, protected by flack envelope while zapping the **** out of their drones.

In order to survive enemy gunfire as opposed to dronefire, it would need to be protected by fleet reps. This would be an effective tool against supercarriers, while being balanced as it doesnt do much against ordinary ships (its tiny flack weapons go through shields and only damage their armor maybe, leaving shields intact but slowly eroding armor and hull)

So youd need to train the ship, and the defensive and offensive weapons types as both are new.

It also opens up the possibility of Flak countermeasures.

iF AOE weps are too laggy, it could have very fast locktimes and ability to target 20 targets so as to grab a bunch of drones very quickly and start hammering them.

Garresh
Minmatar
Opposite of Low
Posted - 2011.07.08 09:40:00 - [224]
 

Honestly, I just want to see 2 T2 versions of the Orca, with about 3-4x the hangar space, so it can fit about 2 battleships with a little room to spare, with either some built in warp core stablization(2-4points), or the ability to fit covert ops cloaks and with black ops jump drive capabilities(possibly quite overpowered, but hear my justification). The idea behind this is to take the idea of the t2 industrial variants and apply the same mindset to the Orca. Basically tons of orcas these days work as just mobile refitting bays and hangars for people. A LOT of players have orca alts. And while the orca is certainly good for that, it seems a bit odd when the orca is designed as a mining support vessel and is largely used as a mobile hangar. Seeing t2 versions focused on these aspects would fulfill 2 roles:

The first is a small scale military support vehicle. It would have a much larger ship hangar, but no corporate hangar array, and significantly reduced cargo space. The purpose of this vehicle would be to embrace the military aspects of the orca, serving as a mobile refit and repair station, and allowing small scale PvP groups to re-fit as needed. Because it would potentially be going into dangerous areas, it should have fairly powerful warp core stablization and either a very strong buffer tank or the ability to repair itself at a decent rate. I also propose implementing a new remote repair module, which would repair both structure and hull of a ship within 5km. The module would repair by a percent of the ship's max health, up to a certain finite limit based on ship class, and would take up a turret hardpoint(the ship only has one). The percentage would be something like .6-1% of max health, with a hard cap to prevent abuse on capitals. This module would fulfill the role of allowing nearby ships to repair while they refit, without having to go and switch out modules. Alternatively, it could heal by a larger amount up to 2.5% per second, but drain capacitor at absurdly high levels, making it impossible to sustain, and MUCH less efficient than existing RR modules(by a factor of 5-10). Again, the purpose is to quickly repair, while being completely unusable in combat scenarios. Ideally, this ship should have higher skill prerequisites than an orca(perhaps mixing orca and carrier requirements), but in order to see use as a mobile platform for fleets it would need to either be low in cost, or fairly quick to align. Otherwise, it would have too much risk to be of any use.

The other one would expand on the idea of the black ops. The focus would be a covert refitting ship. Again, massive penalties to cargo capacity. I think hangar space should stay the same or be only slightly larger. It would have a refitting bay, but no RR capabilities. It would have a jump drive, but one that would be focused on travelling to covert cynos. It would also have fairly quick align times and be rather maneuverable, with overall agility much closer to a battleship than a cap ship. I rather like the idea of this ship being able to refit other ships while cloaked, but only if they are also cloaked, and only using a covert ops cloaking device. Boarding and storing ships could, again, be done without disrupting the cloaking field. Perhaps for convenience sake the cloaking module on this ship would auto-cloak any ship within 10km capable of fitting a covert ops cloak. Either way, a mobile refitting tool and hangar, but only for covert ops capable ships. It would be extremely squishy, and would have limitations on it's capabilities to prevent it from interacting with ships that aren't covops fit, or at least would downgrade it's features to the same level as an orca for non-covops ships.

Neither of these ships would possess fleet boosting capabilities or corporate hangar arrays. They're mobile ship hangars, not haulers, and the same limitations would apply as those of the orca's ship hangar, to prevent abuse of hauling.

Hirana Yoshida
Behavioral Affront
Posted - 2011.07.08 09:55:00 - [225]
 

Goddess forbid that we old rats should have nothing to train .. oh, the horror!

He is obviously a functional moron if he honestly thinks that design decisions should be based on that premise, contrary to what the self-same rats are calling for: Meaningful Pew.

Hell, if there was real choice, fun and challenge guaranteed to be had in the sub-cap classes then I'd bet the rats will gladly stop training industrial skills (all that's left by now :() and start a brand new character on same account for the fun.

Balance what is broken, redo sovereignty (properly this time!) and iterations in general. Give the rats some cheese dammit!

Tammarr
Posted - 2011.07.08 10:02:00 - [226]
 

once time dilation gets here and we can fight not stutter; sc will be balanced the moment this hits, by 6-12 pilots in a total shipworth of about ~3-400m

Abavus Durden
Caldari
Pukin' Dogs
D0GMA
Posted - 2011.07.08 10:05:00 - [227]
 

I want the t2 version of the tier2 Battlecruisers (Drake, Harb, Myrm, Hurricane).

If you want a capship flavor, give them the Stealth Bomber "glass cannon" treatment and let them use Citadel Torps and/or XL turrets.

And for that matter, I want the tech2 version of the tier3 Battleships too (Rokh, Abad, Hyp, Mael)

Tippia
Caldari
Sunshine and Lollipops
Posted - 2011.07.08 10:31:00 - [228]
 

Originally by: Abavus Durden
I want the t2 version of the tier2 Battlecruisers (Drake, Harb, Myrm, Hurricane).
MMmmmm…

Roden Myrmidon
Please visit your user settings to re-enable images.

Anthem Hollas
Posted - 2011.07.08 11:20:00 - [229]
 

I would like to see a forward command ship. Basically, a destroyer that works along similar principles to a command ship including the siege warfare link. Maybe make them so that they really shine running in frigate fleets.

Also, siege frigates or siege destroyers could be fun. Frigs that can mount a large laser, or a destroyer that could mount an extra-large laser.

Hydraka
Posted - 2011.07.08 11:23:00 - [230]
 

Jovian Motherships.
Nuff said.

Dixie Norrmous
Empirius Enigmus Navy
C0NVICTED
Posted - 2011.07.08 11:27:00 - [231]
 

T3 Destroyers, give ppl more of a reason to train Destroyers 5

and a T3 cov-ops bubbler would be awesome....

Very Happy

Susiqueta Muir
Disturbed Blood Astrometrics
Posted - 2011.07.08 11:58:00 - [232]
 

I did suggest the "Corvette" class (Between BS and Dread) and only picked the name due to needing to find something Naval that hasn't been used yet.. :)

So far, I think the winning idea is the Escort Carrier (I love this idea and would buy one the second any were available on the market :) )as it's the kind of thing I would fly for PVE and PVP purposes. Essentially a paired down carrier squeezed into an Orca sized frame, strip it of jump capabilities as most of the ship will be the hangar and fighter/fighter-bomber control systems, give it a few bonuses akin to carriers (though not as good) and maybe find a use for adv. spaceship command skill while your at it...

Someone commented on the use of existing skills, i.e. where we have the Advanced spaceship command skill which is only applied to freighters for bonuses and as a stepping stone/prerequisite for cap ship skills. We do need to find more uses for that skill and also any others wich seem like needless stepping stone skills before adding further skills into the mix.

The main points should be to try and identify specific niche areas which are not "Press button - Win EVE" categories and can be used in a range of ways without making things too easy or hard for the players. Also, thinking about where we have as players developed fittings for ships which have then one on to make new classes. I.e. 4x Salvager + 4 X tractor fitted Destroyers which lead to the Noctis.

Then it's a case of looking at clear functionality gaps or areas which fit within the backstory where areas of development would logically be made in.

I.e. All the Sansha incursions would lead to research into wormhole stability and following on from that, wormhole creation tech. Also, with WH space being opened up, then the concept of science/exploration vessels is viable, with this being an upscaling of aspects of Covert ops and general exploration tech, i.e. probe launching herons etc...

resource mining and science/industry are two areas which do need some love and why would they not get cap. sized vessels? Yes we have the rorq and the Orca but I do feel there is scope for improvements here as well.

Dreadnaughts just seem to be POS smashers right now which is a very limited use for an expensive and high skill requirement ship. From a combat perspective, the only thing I can think of (Which has been previously mentioned) is the area affect interdiction ship. This would be a scaled up HIC to all intents and purposes but capable of Generating a much larger Interdiction field (POS shield size?) and also be able to use targetted interdiction against All capital ships (though overlap here with the HIC, so maybe launch multiple targetted Interdictions).

Cap ships need tech II before Tech III, and the only ones we have so far are the Jump frieghters.

TL;DR - Escort carriers FTW.. :)

SM.

Aralello
Posted - 2011.07.08 12:05:00 - [233]
 

CONCORD epic arc with a concord capital ship skillbook at the end and blueprint for crafting on a second?

haha

Primera Black
Posted - 2011.07.08 12:13:00 - [234]
 

make the black ops anti captial option. for example with a shipbonus like "invulnability to all drones". or give me a more useful dread. and something dockable for gods sake.

Flynn Fetladral
Royal Order of Security Specialists
Posted - 2011.07.08 12:15:00 - [235]
 

Edited by: Flynn Fetladral on 08/07/2011 12:25:27

I love the idea of a point defence dreadnaught or carrier (maybe something like a Battlestar from BSG) with flak cannons and it's own anti capital drones designed to basically kill fighters and fighter-bombers taking over the roll of smart bombing battleships for cap fleets and give a use to defender missiles too? I don't like the idea of a massive capital bubble, it would screw over sub-cap movement and turn it into a shooting gallery for caps unless it only effected capitals, in which case it would be cool. I do like the idea of a capital scram which stops a Super Capital from being able to log off and disappear after the timer, it would make losing supers easier to smaller engagements when they normally can still tank out the timer with a logoffski. That would force Super Carrier pilots to need more support from sub-caps over the current solo-pawn-mobile situation, but then it should be something you could fit onto a battleship or script for HIC, and not need another cap ship.

Cpt Greagor
Caldari
Liquid Relief
Posted - 2011.07.08 12:19:00 - [236]
 

Everyone seems to be going big here, granted, I do very much like the idea of a small scale carrier, I'd also like to see a ship that would be either shuttle/frigate sized with a very small cargo, maybe 20m3, no fighting capabilities, no tank, but VERY fast. It'd be used for going many jumps, very fast, but much faster than a shuttle or interceptor. Give it a very fast align time, so only the best tacklers could catch it at a gate camp. Around 25 au/s (at this speed we would be nearing the sound barrier so you may want earplugs) so even the longest jumps are only a few seconds, and a standard speed of 600 m/s which would obviously scale with navigation skills. No fitting/rig slots. This would basically be a fancy expensive shuttle to transport BPs/Implants in, or just to get places very fast. Have the skill for the ship (possibly racial frigates skill) increase ship agility by 5% per level.

tl;dr - t2 shuttles

Flynn Fetladral
Royal Order of Security Specialists
Posted - 2011.07.08 12:20:00 - [237]
 

Originally by: Cpt Greagor
Everyone seems to be going big here, granted, I do very much like the idea of a small scale carrier, I'd also like to see a ship that would be either shuttle/frigate sized with a very small cargo, maybe 20m3, no fighting capabilities, no tank, but VERY fast. It'd be used for going many jumps, very fast, but much faster than a shuttle or interceptor. Give it a very fast align time, so only the best tacklers could catch it at a gate camp. Around 25 au/s (at this speed we would be nearing the sound barrier so you may want earplugs) so even the longest jumps are only a few seconds, and a standard speed of 600 m/s which would obviously scale with navigation skills. No fitting/rig slots. This would basically be a fancy expensive shuttle to transport BPs/Implants in, or just to get places very fast. Have the skill for the ship (possibly racial frigates skill) increase ship agility by 5% per level.

tl;dr - t2 shuttles


Everyone is going big, because the thread is about 'Capital ships'. Just saying.

Zagdul
Gallente
Clan Shadow Wolf
Fatal Ascension
Posted - 2011.07.08 12:29:00 - [238]
 

Originally by: Itania Meldoria
Originally by: Planktal
Just this

Escort Carrier

carries 5 fighters, no jump engines/uses gates, can enter highsec...


I support this.


I also, but Dreads/Carriers need a buff to withstand a little pvp against supers/titans and allow for some actual (super) capital combat.

I would just like to see a way for capital combat to take place and the counter to not just be more to win, rather, different varying tactics available to counter each other. In a similar manner to how sub caps work.


A BS is afraid of a lone rifter.


A titan should be afraid of a lone BS.

It should be suicide to bring in a super fleet without a conventional support fleet.

Darkside007
Posted - 2011.07.08 12:30:00 - [239]
 

How about a BS-class bomber that doesn't cloak, just fires bombs at the enemy location? (Like a modern heavy bomber)

Or a frigate/cruiser bomber class that actually drops the bombs behind it? (Like the Bomber in Star Trek: DAC)

Or a cruiser-class ship that can fit a module that disrupts cloaks?

Cpt Greagor
Caldari
Liquid Relief
Posted - 2011.07.08 12:57:00 - [240]
 

Originally by: Flynn Fetladral
Everyone is going big, because the thread is about 'Capital ships'. Just saying.


Shocked


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