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Player Features and Ideas Discussion

 
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Bomber cruisers

Author
Tahna Rouspel
Viziam
Amarr Empire
#1 - 2012-04-01 03:30:17 UTC
I would like to see the larger size version of the stealth bomber. It would be a tech 2 cruiser hull. It would be able to fit an X-large bomb that deals significant amount of damage to titans. However, the bomb damage would be affected by ship signature. A ship with a smaller signature would take relatively less damage from the same explosion. However, it would lose the stealth ability of the frigate bomber.

So,

Cruiser Hull - Bomber class
Stats similar to a recon ship
Weapons: X-large bomb and enhanced torpedoes launcher
Role: A tactical role against Capitals and super capitals and can also be cost effective against blobs

This is obviously a suggestion to counter the blob and the dominance of the titan. Taking out a single titan should still require a significant amount of bombs, but this ship would effectively be the counter to those people that bring too many capitals on field :3
I would personally prefer to see a counter titan sub-cap rather than see the Titan be nerfed to oblivion.
Gerrick Palivorn
Caldari Provisions
Caldari State
#2 - 2012-04-01 05:52:09 UTC
TBH I would rather see the Black Ops BS get put into this role, and then move the portal ability to another ship, perhaps a Tier 2 BC Covops Commandship.

MMOs come and go, but Eve remains.  -Garresh-

RavenTesio
Liandri Corporation
#3 - 2012-04-01 06:05:35 UTC
Would agree, be nice to see the Black Ops be provided with a MOAB-style Bomb Launcher (for taking down Caps) and the ability to use a Covert Ops Cloak, speed gimping on a ship that already is slow as hell always seemed a little ********.

What I wouldn't mind seeing is a logistics Frigate, along with the Destroyers and Battleships being expanded to have similar number of roles of ships as the Cruisers.

The Capital Ships are also a little light and have too much disparency between them all.
Lojak 2501
Unitum Investigationis et Progressus
#4 - 2012-04-01 07:36:34 UTC
id rather see the bombers get their cruise missile back
but i guess another recon cruiser could be intrestin
Andrew Gunn
Aliastra
Gallente Federation
#5 - 2012-04-01 12:38:56 UTC  |  Edited by: Andrew Gunn
Do you guys play this game?

You know what I want? I want my super weapon to be able to target your sub cap. I want my super weapon able to target POS mods, Control Towers, Stations, and their bits. I want drones back. I want better tracking on my XL Guns. And I want your cherry on top!
Sarrian Calda
Perkone
Caldari State
#6 - 2012-04-01 13:06:45 UTC  |  Edited by: Sarrian Calda
Hmm. This reminds me of the bombers from Wing Comd. How about them bomber cruisers firing slow-moving super-heavy payloads against the caps?

Minimum launch distance: 10km?
Payload velocity: 500m/s
Shortest travel time would be 20 secs.

These payloads can be locked by other ships, but due to very tiny sig radius, this would call for a need of interceptor-class or equivalent frigate support to help shoot down these deadly payloads.

Takes only a sneeze to shoot them down, but hard to hit due to very tiny sig radius and velocity. Good thing is, it usually travels in a straight line towards the caps. Also, dies quietly if shot. No flashy lights to harm the nearby ships.

Due to "special shielding" employed on the payloads, they cannot be SB'ed or affected by other AOE weapons.

The payloads have huge explosion radius and very low explosion velocity, making it to be only effective against stationary caps and structures. As per bombs, these payloads cause a damaging shockwave upon successful impact and detonation against the target, dealing massive damage to the target and maybe the shockwave carries 50% of the blast, depending on proximity to the point of detonation? Shockwave damage calculation should be more like smartbombs, realistically-speaking.

Hmm. Maybe there shouldn't be a minimum firing distance. Rather, there should be a "arming" time to arm the weapon before it launches. So, once target is acquired, the player has to activate the launcher, and wait maybe 10 seconds for the warhead to arm and lock onto the target, then the launcher will fire automatically. Once the payload is underway, the actual cooldown for the launcher begins.

To allow the weapon to arm and fire, the target must stay locked by the attacking ship. If the attacking ship loses lock (i.e. jammed) then the arming sequence will disengage, but still must wait for the entire 10-second arming sequence to pass. This will not incur the weapon cooldown as opposed to firing the weapon, allowing the attacking ship to make another bombing attempt.