These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
Previous page123
 

high sec mini carriers.

Author
Duchess Starbuckington
Doomheim
#41 - 2011-09-26 16:30:54 UTC
Blegh double post.
Nova Fox
Novafox Shipyards
#42 - 2011-09-26 17:34:51 UTC
What Lady Starbuck said, its far much easier to build a ship around a 'role' than shove a ship in then give it a role.

Unfourtunatly for all of us 'creative' shipwrights we are at a point in eve that we cannot add any more new ships without new mechanics.

Which is why alot of my ideas seem far fetched at times.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Joe Risalo
State War Academy
Caldari State
#43 - 2011-09-26 17:52:33 UTC
Nova Fox wrote:
What Lady Starbuck said, its far much easier to build a ship around a 'role' than shove a ship in then give it a role.

Unfourtunatly for all of us 'creative' shipwrights we are at a point in eve that we cannot add any more new ships without new mechanics.

Which is why alot of my ideas seem far fetched at times.



Yeah, I don't feel that this idea is "creative" or requiring any new mechanics. It's simply just a new ship built off existing mechanics to fill a command role between capitals and bc sized command ships.

So basically, a combat orca.

Hell, they could even really just make one single ship for this, much like the orca for its role.

That way you don't have to create skins and what not for 4 different races.

1 ship to fill 1 role in 1 empty slot.

We have a mini rorqual with the orca, so why not a mini carrier with this ship.
Nova Fox
Novafox Shipyards
#44 - 2011-09-26 18:30:26 UTC
Joe Risalo wrote:
Nova Fox wrote:
What Lady Starbuck said, its far much easier to build a ship around a 'role' than shove a ship in then give it a role.

Unfourtunatly for all of us 'creative' shipwrights we are at a point in eve that we cannot add any more new ships without new mechanics.

Which is why alot of my ideas seem far fetched at times.



Yeah, I don't feel that this idea is "creative" or requiring any new mechanics. It's simply just a new ship built off existing mechanics to fill a command role between capitals and bc sized command ships.

So basically, a combat orca.

Hell, they could even really just make one single ship for this, much like the orca for its role.

That way you don't have to create skins and what not for 4 different races.

1 ship to fill 1 role in 1 empty slot.

We have a mini rorqual with the orca, so why not a mini carrier with this ship.



Which is why I like older tech 2s than current tech 2s. Then again those are hold overs from an even older system of all modules showable on ship not just the guns.

Still a super command ship i rather see in the hands of the tier 3 battleship tech 2.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Joe Risalo
State War Academy
Caldari State
#45 - 2011-09-26 18:49:15 UTC
Nova Fox wrote:

Still a super command ship i rather see in the hands of the tier 3 battleship tech 2.


Yeah, that's why my initial thought was making these a battleship class hull, but some other had suggested a corp hanger and maint bay comperable to an orca, which meant the ship would actually have to take on a sub capital role.

However, if you take away that suggestion, and any idea of it being a capital, to include a possible jump drive, then you're left with a battleship hull that has a combat command and support role with bonuses to drone hitpoints and armor/shield rep, and giving it the ability to field 5 fighters.

It's dps would be slightly higher than t2 bcs, but it would have more command bonuses. Since it also has a higher sig radius and overall size it would probably still allow nighthawks and such to still be fielded assets without these ships removing them from the field.

The drones aren't so much a huge part of a design like this, but since it wouldn't neccisarily be a battleship and more of a support ship is why I suggest the drones for less controlled dps so these pilots can focus on controlling the fleet and observing the battle.

So this ship is designed for commanders that will be closer to the battle than titan and super commanders.
Duchess Starbuckington
Doomheim
#46 - 2011-09-26 18:51:12 UTC
Umm, so basically it's a command ship with slightly more DPS and EHP?
Fleet boosters stay off grid for a reason, and a bit of extra EHP won't do much when you get primaried. Still no role for this.
Nova Fox
Novafox Shipyards
#47 - 2011-09-26 18:59:25 UTC
Yeah my flagships ive designed are front line fleet boosters because thier modules only work as an AOE effect not gang link effect.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Duchess Starbuckington
Doomheim
#48 - 2011-09-26 19:33:43 UTC
So a much more sensible design than this.
Sorry not read your thread on them - but I'm assuming they're better than standard gang links?
Joe Risalo
State War Academy
Caldari State
#49 - 2011-09-26 19:50:53 UTC
Duchess Starbuckington wrote:
So a much more sensible design than this.
Sorry not read your thread on them - but I'm assuming they're better than standard gang links?


I would agree. I would like to make these ships fielded, so the modules would be limited to grid
Nova Fox
Novafox Shipyards
#50 - 2011-09-27 02:50:18 UTC  |  Edited by: Nova Fox
Duchess Starbuckington wrote:
So a much more sensible design than this.
Sorry not read your thread on them - but I'm assuming they're better than standard gang links?


Class of ships are known as Flagships
They're Tech 2 battleships using the TieR 3 hulls

Two flavors the fleet flagships and field flagships

Fleet Flagships would be more traditional with link warfare and murader like tendacies on offensive abilites and capable of pvp tanking as well.

It was also able to fit tech 2 command links (which basically are an addon to another existing link but cannot work until the link it 'plugs' into is installed, thus sacrifical cost in boosting one link's performance is forcing it to eat two slots.)

Field Flagships make use of a Field Generator it lacks in bite makes up for in support.

They generate a field or bubble if you will that all ships inside of the bubble get effected They come in two flavors offensive and defensive.

Not sure how to handel multiple fields I may want to go with allowing for overlap but severe stack penalty against similar effects.

Offensive (though some can see it being used defensivly in certain situations)
Although weaker than targeted effects of similar warfares, the fact they can hit every ship in range makes them rather flexible but a double edge sword as well as all friendlies in the field are under the same duress.

Fields consume fuel and have an uptime of 5 minutes and a cooldown of 5 minutes and thus refiring is every 10 minutes per ship. Quantity would overcome coverage but for all desired ships would be an extensively heavy deployment of dps effectless ships to get multiple effects onto the field. They cannot be prematurely shut down.

Stasis Field - All ships in the field are webified.
Interdictor Field - All ships in the field are warp scrambled.
Flare - All ships in the field are target painted
Smog - All ships in the field are sensor dampened
Sloth - All ships in the field have slower tracking and explosion velocity.
Screech - All ships in the field are exposed to multiple spectrum jamming attempts.
Sap - All ships in the field are exposed to energy nuetralization.

Defensive - Mostly to give benifical effects to allied ships however hostiles in range also benifit if they close in.
Force Field - Siege mode like shields that protects the fleet temprorary, barrows the generating ships shields, if force field is defeated the host's ships shields and energy reserves are also depleted.
Fire Control - All ships tracking and explosion velocity is improved.
Sensor Network - All ships sensor strength is improved.
Resoultion Locus - All ships snesor resolution is improved.
Telemetry Link - All ships damage is improved.
Nanomist - All ships repair abilities are improved, all ships regenerate slowly in the fields effect.
Stealthing Field - All ships signatures in the field are lowered.
Titan Effects - Though not as strong as the real titan's, there are scripts for titan fleet-wide effects, useful for when deploying a titan is too risky but thier bonuses are needed.
Dampener Field - Damage taken by the fleet is lessened.

The reason why for so many links its to counter the 'quantitive' advantage, a fleet that has more of these flagships would be wasting alot of tonnage fielding these non dps contributing ships that are only going to work half of the time. Though true they would be force multipliers the effect only goes so far and that there may be just scripts that are just better to use and neglet others that where balance can step in so at least all the scripts can be weiged evenly.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Goose99
#51 - 2011-09-27 03:51:14 UTC
The role it fills is that of the old pre-nerf Domi, which has since been left empty. No new roles are created, doing so is unnecessary.
Joe Risalo
State War Academy
Caldari State
#52 - 2011-09-27 04:00:15 UTC
Nova Fox wrote:
Duchess Starbuckington wrote:
So a much more sensible design than this.
Sorry not read your thread on them - but I'm assuming they're better than standard gang links?


Class of ships are known as Flagships
They're Tech 2 battleships using the TieR 3 hulls

Two flavors the fleet flagships and field flagships

Fleet Flagships would be more traditional with link warfare and murader like tendacies on offensive abilites and capable of pvp tanking as well.

It was also able to fit tech 2 command links (which basically are an addon to another existing link but cannot work until the link it 'plugs' into is installed, thus sacrifical cost in boosting one link's performance is forcing it to eat two slots.)

Field Flagships make use of a Field Generator it lacks in bite makes up for in support.

They generate a field or bubble if you will that all ships inside of the bubble get effected They come in two flavors offensive and defensive.

Not sure how to handel multiple fields I may want to go with allowing for overlap but severe stack penalty against similar effects.

Offensive (though some can see it being used defensivly in certain situations)
Although weaker than targeted effects of similar warfares, the fact they can hit every ship in range makes them rather flexible but a double edge sword as well as all friendlies in the field are under the same duress.

Fields consume fuel and have an uptime of 5 minutes and a cooldown of 5 minutes and thus refiring is every 10 minutes per ship. Quantity would overcome coverage but for all desired ships would be an extensively heavy deployment of dps effectless ships to get multiple effects onto the field. They cannot be prematurely shut down.

Stasis Field - All ships in the field are webified.
Interdictor Field - All ships in the field are warp scrambled.
Flare - All ships in the field are target painted
Smog - All ships in the field are sensor dampened
Sloth - All ships in the field have slower tracking and explosion velocity.
Screech - All ships in the field are exposed to multiple spectrum jamming attempts.
Sap - All ships in the field are exposed to energy nuetralization.

Defensive - Mostly to give benifical effects to allied ships however hostiles in range also benifit if they close in.
Force Field - Siege mode like shields that protects the fleet temprorary, barrows the generating ships shields, if force field is defeated the host's ships shields and energy reserves are also depleted.
Fire Control - All ships tracking and explosion velocity is improved.
Sensor Network - All ships sensor strength is improved.
Resoultion Locus - All ships snesor resolution is improved.
Telemetry Link - All ships damage is improved.
Nanomist - All ships repair abilities are improved, all ships regenerate slowly in the fields effect.
Stealthing Field - All ships signatures in the field are lowered.
Titan Effects - Though not as strong as the real titan's, there are scripts for titan fleet-wide effects, useful for when deploying a titan is too risky but thier bonuses are needed.
Dampener Field - Damage taken by the fleet is lessened.

The reason why for so many links its to counter the 'quantitive' advantage, a fleet that has more of these flagships would be wasting alot of tonnage fielding these non dps contributing ships that are only going to work half of the time. Though true they would be force multipliers the effect only goes so far and that there may be just scripts that are just better to use and neglet others that where balance can step in so at least all the scripts can be weiged evenly.



i kinda like this idea, but these ships having no dps negates my original idea behind this thread. it was a high sec carrier.

Now, if you took what you're suggesting and allow the ship to field the 5 fighter drones with the buffs I suggested, then the ship would have 500-600 dps, which isn't too much for a ship of this caliber. If anything those drones would be loned to someone else so you could keep better track of these modules you've suggested.
Nova Fox
Novafox Shipyards
#53 - 2011-09-27 05:31:22 UTC
check out my other thread though the escort carrier I envisioned is an entirely different monster.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Previous page123