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blankseplocked A Capital Idea? CCP wants MORE cap SHIPS!
 
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Xerxes Ceasar
Lone Gunmen
Posted - 2011.07.08 13:49:00 - [241]
 

I have said it before and I say it again: A ship for gas harvesting would be an interesting addition for some of us.
Aeolus Gas HarvestorSmile

GekoIQ
Posted - 2011.07.08 14:08:00 - [242]
 

I really like the "escort carrier" or "light carrier" Idea. More EHP than BS, similar DPS, logi bonus and much more expensive. Cheaper than normal carrier by maybe 25%, closer to BS in speed.

I say give it roughly half the EHP, smaller drone bay, able to field a full flight of 10 Fighters still (lets face it, carriers aren't exactly DPS ships to begin with) or possibly 5-8 with a good damage bonus, key point being around ~1k-1.5k dps (fighters are destroy-able dps, any smart FC will target fighters first) Having decent DPS gives them a purpose, otherwise just chain up a few guardians....

Alternatively (maybe?) able to field 5/6 fighter-bombers, small gang of them would be a potent anti-SC weapon and far more mobile.

Logi bonuses in line with the standard t2 logi ships (not as powerful as standard carrier, but still useful) Can use jump drive and can also use gates.

fukier
Handsome Millionaire Playboys
Flatline.
Posted - 2011.07.08 14:42:00 - [243]
 

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

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


I love the look of the ship... just make that 4 citadel torp launchers with heavy bomb launcher and a covert op cloak and we are gameYARRRR!!

mama guru
Gallente
Thundercats
Posted - 2011.07.08 14:53:00 - [244]
 

Edited by: mama guru on 08/07/2011 15:03:32
Edited by: mama guru on 08/07/2011 14:57:04
Here's something i'd like to see

Name: Ambiguous sumerian pantheon member
Hull: Thanatos
Role: Covert Logistics Platform
Developer: Federal Intelligence Office

Skill requirements:
Covert Logistics Platform I
Capital Ships V
Gallente Carrier V
Rest of carrier skilltree




Role Bonus:
99% reduced cpu need for covert ops cloaking devices.
99% reduced cpu need for warfare link modules
200% bonus to fighter control range
Can fit Jump portal array
functions as a jump beacon (some type of permanent cynosural field effect)


Gallente carrier skill bonus:
50% bonus range to capital armor and shield transfer per level
5% reduced capacitor need on remote armor and shield transfer modules per level
(can only field 5 drones/fighters)

Covert Logistics Platform skill bonus:
10% bonus to jump drive range per level
50% bonus to ship maintenance and corporate hangar array capacity per level


Basically it can function as a proxy stargate and it has the ability to store massive amounts of smaller ships and ammo to help resupply a gang when needed but it has fairly weak combat ability and as such is best used as a logistics platform. Build cost is around 3b


Glyken Touchon
Gallente
Independent Alchemists
Posted - 2011.07.08 14:58:00 - [245]
 

Originally by: CCP Soundwave
I think EVE is ready for another ship expansion. I canít tell you exactly when that will be, but we are definitely in a place where itís a relevant suggestion. I think the key for this is doing something entirely new. They have to have some functionality/gameplay apart from scaling tank/damage.
This would also apply to the capships. I would love to see lots more ships of all sizes, including capitals as long as there is a role for them.

quigibow
Posted - 2011.07.08 15:39:00 - [246]
 

Originally by: mama guru
Edited by: mama guru on 08/07/2011 15:03:32
Edited by: mama guru on 08/07/2011 14:57:04
Here's something i'd like to see

Name: Ambiguous sumerian pantheon member
Hull: Thanatos
Role: Covert Logistics Platform
Developer: Federal Intelligence Office

Skill requirements:
Covert Logistics Platform I
Capital Ships V
Gallente Carrier V
Rest of carrier skilltree




Role Bonus:
99% reduced cpu need for covert ops cloaking devices.
99% reduced cpu need for warfare link modules
200% bonus to fighter control range
Can fit Jump portal array
functions as a jump beacon (some type of permanent cynosural field effect)


Gallente carrier skill bonus:
50% bonus range to capital armor and shield transfer per level
5% reduced capacitor need on remote armor and shield transfer modules per level
(can only field 5 drones/fighters)

Covert Logistics Platform skill bonus:
10% bonus to jump drive range per level
50% bonus to ship maintenance and corporate hangar array capacity per level


Basically it can function as a proxy stargate and it has the ability to store massive amounts of smaller ships and ammo to help resupply a gang when needed but it has fairly weak combat ability and as such is best used as a logistics platform. Build cost is around 3b




lmao i love the name of that shipLaughing

WeeZeLL
Posted - 2011.07.08 19:50:00 - [247]
 

Tech II dread for me!

oh and the science vessel that just sounds cool...

Yarrrrrhh
Posted - 2011.07.08 20:17:00 - [248]
 

Originally by: Attack Beaver
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 ?
Nice.

MeBiatch
Posted - 2011.07.08 20:19:00 - [249]
 

Edited by: MeBiatch on 08/07/2011 20:20:09
ok looks like this thread is pretty much dead... hope CCP soundwave read it all and got some good ideas as to what the community of Eve players are looking forCool

edit: or does anyone else have any cool suggestions as to what ships they would like to see added to the game

Alayla Nightfall
Posted - 2011.07.08 20:22:00 - [250]
 

Sounds like a great idea. I want to see anit caps as well. Eve is now at an age of super cap blobs which need to be countered period. They are being flown around with too much carelessness.

jason hill
Caldari
Clan Shadow Wolf
Fatal Ascension
Posted - 2011.07.08 20:26:00 - [251]
 

OMG Shocked they actually listened to what I said at the fanfest and are going to implement this ! ....i`m a VERY HAPPY FKN BUNNEY ! Very HappyVery Happy

Spookyjay
Caldari
Animosity.
Posted - 2011.07.08 20:55:00 - [252]
 

Edited by: Spookyjay on 08/07/2011 20:59:57
Angel carrier please. I want a sleek sexy machariel like carrier.

more to the point pirate capitals in general and with them pirate capital spawns. in belts and against your pos.
In belts they could be sleeper ai officers with say a carrier and 8 batttle ships. some cruisers and frigs.

And they have centus versions that go after players pos in their space. the bigger the pos the more likely they are to attack it having the pos in a corp with + pirate standings of 7.0 negates this.

1 run bpc come from agents for 2mill lp and have a chance of dropping from the 10/10 plex in place of the faction bs.
Also chance from dropping in the belt spawn.

islador
Gallente
Frontier Explorer's League
Posted - 2011.07.08 21:28:00 - [253]
 

I've been playing for 5 years now, I can fly just about everything under the sun, including capitals. Capitals as they are, need work, but adding bigger badder versions of what already exists doesn't help anyone, they just become the new standard, case and points, SCs and Titans.

Any new capital needs to be something unique. Any new capital needs to be expensive. Any new capital needs to have a limiting factor tied DIRECTLY to player count, or directly to a drop rate.

To expand on that last bit, Estamel's Invuln is arguably the best item in the game, there are VERY VERY few of them because the drop rate is absurdly small, so CCP could concievably limit the number of new capitals in the game by tying either construction, or use to a drop rate, be it a sleeper drop, pirate drop, etc, it doesn't matter as long as it's rare.

As far as unique ships go, they need to be gang or alliance support in some way. A new dread that blows **** up makes the old dread useless. But a new cap that sieges and projects a 200km bubble from hell is VERY unique, and fills a very specific, very vital role in large scale engagements. It doesn't compete with hictors or dictors because it cannot move, and it's range is so extreme its bordering on suicide for the fleet deploying it.

Another option is the long sought after mobile station, something that takes a capsuleer crew, a gunnery sergeant thats trained to use the 8 capital guns, a station engineer that has to be present for the market, refinery, labs, clone bays and offices to be turned on or off, a pilot to jump/warp/fly the station, a repair chief to handle the remote repair arrays and turn on/off the repair bays in the docks, a shield or armor engineer to run the tank and ensure she doesn't get blown up, and a captain, to use the gang link towers projecting off the top. By requiring these 6 different pilots to fully utilize the vessel, you limit how many can be fielded at anyone point. To be combat effective you only need 5, and with a single pilot jumping from "Seat" to "Seat" it's just a really ****ing expensive dread, carrier, etc. Make this station anchorable and with a POS style reinforce timer, so you can leave it somewhere, make it large enough to be warpable like an outpost, and make it require another maintenance array to be refitted, so that you can't refit randomly. Require it use absurd amounts of fuel to jump, no fuel to operate but stront to reinforce, and limit it to 0.0 only.

The point I'm trying to make is that new capitals need to be new, not just bigger and badder. The training time needs to be proportional to what they bring to the table, and they need to be limited in some way. ISK is not a limitation, ISK does not require trust, or companionship to flow, making a ship that is jointly piloted, or requires some rare item to be built/flown, is a hard limit. Each hard limit has different pros and cons, and should be used for different types of ships, but above all else, these new ships need to be gang/organization focused, not individually focused.

Give us bitter vets something to look forward to CCP. Give us something new and exciting, that really pushes the group play and puts our seniority to use. Give us the tools to play and build in the sandbox to our heart's content, but don't give us something where strategy and coordination are useless.

LoyalOne
Posted - 2011.07.08 23:39:00 - [254]
 

Originally by: islador
I've been playing for 5 years now, I can fly just about everything under the sun, including capitals. Capitals as they are, need work, but adding bigger badder versions of what already exists doesn't help anyone, they just become the new standard, case and points, SCs and Titans.

Any new capital needs to be something unique. Any new capital needs to be expensive. Any new capital needs to have a limiting factor tied DIRECTLY to player count, or directly to a drop rate.

To expand on that last bit, Estamel's Invuln is arguably the best item in the game, there are VERY VERY few of them because the drop rate is absurdly small, so CCP could concievably limit the number of new capitals in the game by tying either construction, or use to a drop rate, be it a sleeper drop, pirate drop, etc, it doesn't matter as long as it's rare.

As far as unique ships go, they need to be gang or alliance support in some way. A new dread that blows **** up makes the old dread useless. But a new cap that sieges and projects a 200km bubble from hell is VERY unique, and fills a very specific, very vital role in large scale engagements. It doesn't compete with hictors or dictors because it cannot move, and it's range is so extreme its bordering on suicide for the fleet deploying it.

Another option is the long sought after mobile station, something that takes a capsuleer crew, a gunnery sergeant thats trained to use the 8 capital guns, a station engineer that has to be present for the market, refinery, labs, clone bays and offices to be turned on or off, a pilot to jump/warp/fly the station, a repair chief to handle the remote repair arrays and turn on/off the repair bays in the docks, a shield or armor engineer to run the tank and ensure she doesn't get blown up, and a captain, to use the gang link towers projecting off the top. By requiring these 6 different pilots to fully utilize the vessel, you limit how many can be fielded at anyone point. To be combat effective you only need 5, and with a single pilot jumping from "Seat" to "Seat" it's just a really ****ing expensive dread, carrier, etc. Make this station anchorable and with a POS style reinforce timer, so you can leave it somewhere, make it large enough to be warpable like an outpost, and make it require another maintenance array to be refitted, so that you can't refit randomly. Require it use absurd amounts of fuel to jump, no fuel to operate but stront to reinforce, and limit it to 0.0 only.

The point I'm trying to make is that new capitals need to be new, not just bigger and badder. The training time needs to be proportional to what they bring to the table, and they need to be limited in some way. ISK is not a limitation, ISK does not require trust, or companionship to flow, making a ship that is jointly piloted, or requires some rare item to be built/flown, is a hard limit. Each hard limit has different pros and cons, and should be used for different types of ships, but above all else, these new ships need to be gang/organization focused, not individually focused.

Give us bitter vets something to look forward to CCP. Give us something new and exciting, that really pushes the group play and puts our seniority to use. Give us the tools to play and build in the sandbox to our heart's content, but don't give us something where strategy and coordination are useless.


this.

Fon Win
Fangs Of The Federation
Posted - 2011.07.11 00:23:00 - [255]
 

A Dread Mothership, Doesn't have high slots has 8 shipmounts where you can fit Battleships. All battle ships get 50% bonus to out going damage +15%per level of "Dread mothership training. the 8 battleships are controlled by their own pilots. individual ships can't be targetted till dread mothership is destroyed.


On destruction all mounted ships are free to continue fighting but take 75% shield/armor/hull damage (reduced by 10% per level training). Also ships can't warp for 5 minutes.


Karthwritte
Posted - 2011.07.11 05:11:00 - [256]
 

What about a cap that makes a shield like a POS for a small time consuming freaking high fuel?
Instead of making stuff be easier to be destroyed, it helps people recharge shields and repair armor strategicaly. Just kill me for giving that idea.

Pure Tabasco
Posted - 2011.07.11 05:16:00 - [257]
 

Originally by: MeBiatch
Edited by: MeBiatch on 08/07/2011 20:20:09
ok looks like this thread is pretty much dead... hope CCP soundwave read it all and got some good ideas as to what the community of Eve players are looking forCool

edit: or does anyone else have any cool suggestions as to what ships they would like to see added to the game


Would be awesome if Soundwave becomes from #1 anti-trusted dev to #1 loved-rescurer-fixer dev. Would be awesome.

Estephania
Independent Political Analysts
Posted - 2011.07.11 05:30:00 - [258]
 

CCP should concentrate on fixing existing caps first. Right now it's like - if you can't fly a supercarrier, you are irrelevant.

Mina Sebiestar
Minmatar
Mactabilis Simplex Cursus
Posted - 2011.07.11 05:32:00 - [259]
 

Corvettes area anti ecm and drones/fighter/bomber cleaners by carpet bombing(lowish dmg big radius) area of space.

size frigs>corvettes>destroyers and so on.

Lilliana Stelles
Caldari
Nagrom Security Syndicate
Posted - 2011.07.11 05:41:00 - [260]
 

I'm sure someone has said this by now, but something larger than a battleship that can use a cyno-jammer as a module.

If we have ships with jump portal and clone bays on them, I don't see why it shouldn't be possible.

Toovhon
Posted - 2011.07.11 05:57:00 - [261]
 

I'd like a mining barge capital ship that gankers would fear. The Hulk never lived up to it's promise for low and null sec.

Headerman
Minmatar
Quovis
Shadow of xXDEATHXx
Posted - 2011.07.11 07:18:00 - [262]
 

I have 2 more ideas i think would be very handy.

Water Truck: A variant of the T2 freighters, jump capable, can only carry various isotopes, stront, heavy water and ownzone accessible from the 'Corp Hangar'. Bit faster and adgile than the standard JF.

Outpost upgrades: Ability to add x amount of POS modules to the station to aid its defence. Modules like small, medium or large guns and ECM modules only (no cyno gen/jammer etc).

Shout out for my other idea of a jump capable corvette (T2 corvette (new ship?)) to act as a courier ship, small cargo bay, big jump range to move small items around. Also, T2 dreads: 5-6 turrets, 100% damage bonus, more EHP, new hull. Basically, a bigger version of the dread but weaker than SCs.

Vaako Horizon
Posted - 2011.07.11 07:28:00 - [263]
 

Hmm, this is a nice thread :D

I'd like to see a larger drone carrier ( battleship sized ), like 10-15 drones but cant use fighters/bombers and no offensive turrets.
Possible with some EWAR?

DRONES FTW, and they need some love ( as do we drone lovers :D )

Morgana Invictus
Posted - 2011.07.11 07:41:00 - [264]
 

Escort carriers or some form of industrial capital that isn't a glorified command ship.

Ciar Meara
Amarr
Virtus Vindice
Posted - 2011.07.11 08:32:00 - [265]
 

Edited by: Ciar Meara on 11/07/2011 08:33:37
A gas harvester is one of the ships that is the easiest to create and a much needed addition to the industry branch. It can also help in getting more resources to the market if tech III ships get expanded.

More and better tech III would be very nice to see and since some of the groundwork on this allready has been done it would be easier then brining about a new class of ships (it would gives veterans something to train for, or newer players something to specialise in). Notably tech III frigates.

A true "destroyer" class that can "ping out" cloaked ships is another usefull addition but this could be done with the T2 destroyer and a "ping" module like a smartbomb (different ranges based on skills and meta level)

The moveable outpost could be a fun addition, but it should be weaker then an outpost and be deployable only through a gate like covert-ops bomber like way. No personal jump drives. (making it deployable will mean these things can get stolen with the correct rights so that will add more drama = good, paranoia = good)

A "monitor" class ships appeals to me as well, something clunky with overpowered guns and bad manouvarability but "easily" gotten into. The poor mans anti-cap fleets when used in large enough numbers.

New and high tech (tech III) modules should also be released. These could offset the basic tech I techs of the dreadnoughts to make subcaps more usefull against caps. Especially added with tech III ammo etc.


Shadowsword
The Rough Riders
Ares Protectiva
Posted - 2011.07.11 08:38:00 - [266]
 

There is a huge gap between battleships and capitals, and to a lesser extent between caps and supercaps.

So, escort carriers, 750m building cost, can carry 10 fighters or fighter-bombers (to give them some anti-capital role) and deploy 5 of them, some logistic and/or command ship role. Ability to fit some sort of cloaking disruptor. Can use jump gates, but not activation gates.

Superbattleships, also 750m building cost, basically 15k shield/armor/structure BS with role bonuses: 20% more range, 25% damage and 30% more active tanking ability. Ability to fit a mobile limited-range cyno jammer if they cripple their offense for it. Can use jump gates, but not activation gates.

Those classes would stimulate the mineral market quite nicely, too, if their mineral cost ratios are pushed a bit on the high-end.

RedClaws
Amarr
Macabre Votum
Morsus Mihi
Posted - 2011.07.11 09:09:00 - [267]
 

Personally I'd like to see more sniping action and a way to prevent a quick scan to land on top of your fleet.


Aloe Cloveris
The Greater Goon
Posted - 2011.07.11 10:42:00 - [268]
 

I'm sure this idea has been brought up plenty of times but ...

If not a capital ship, a tankless cruiser-sized bomber that launches 12km explosion radius torps.

Can't do **** for damage against battleships and under. Not particularly effective vs. capitals. In groups of 20 and upwards, though, absolutely wrecks ships of the ~12km sig radius variety.

SCs would actually need support fleets to fend them off.

Or CCP could just fix SCs and Dreads before introducing new hulls to the game. There's always that.

Zey Nadar
Gallente
Unknown Soldiers
Posted - 2011.07.11 11:05:00 - [269]
 

Edited by: Zey Nadar on 11/07/2011 11:05:39
Originally by: Hague Starcatcher
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.


I was about to suggest capital version of the heavy interdictor that would bubble the entire grid (warp-ins wouldnt end up on the edge though), nice to see Im not the only one who thought that. :D

Module that blocks local would be awesome :D Too bad it would be little use on a capital though. If youre the defender, you dont want the local blocked. If youre attacker, hanging a capital in space for long periods of time is questionable. Maybe a BS size ship that needs fuel to use the module.

Amaron Ghant
Caldari
Black Thorne Corporation
Black Thorne Alliance
Posted - 2011.07.11 11:25:00 - [270]
 

Originally by: Yarrrrrhh
Originally by: Amaron Ghant
Edited by: Amaron Ghant on 07/07/2011 07:54:05
A Fleet repair ship.

Able to repair ships and cap ships in space using strontium clathrates and ice products

Deployable in High Sec , Low Sec or 0.0

Only able to fit one or two BS sized weapons (due to all the ships electronics systems being reserved for the tractor/repair systems)

Can fit a cloak, but can't repair cloaked

Possibly a manufacturing slot for producing ammo from onboard minerals.

Ship storage space for at least 2 battleship class hulls

Jump engines of course with the same range as a JF (and like a JF it can only jump from Highsec, not into highsec)

It would need to cost more to repair in space than it would cost at a station, but thats just a matter of tweaking.


What a terrible idea.


And your reasoning?


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