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All in one Exploration Ship

Author
Saede Riordan
Alexylva Paradox
#1 - 2012-09-10 13:46:24 UTC
Currently, there is no well rounded all in one exploration ship. To successfully be able to just go off into the universe and explore, you need a probe launcher, salvager, analyzer, and codebreaker. This alone is a pretty big gimp to your fit, and if you want to operate in dangerous space, you need to also tack on a cloaking device, a microwarp drive, and if you plan on actually running the sites you find that have rats, DPS, and a tank. You just cannot do it all with one ship at present. Yes, group gameplay and all, getfriends.jpg, but exploration is marketed as a solo career, something you can go off and do by yourself.

Currently, the only way to build an exploration ship that can do everything is a drone boat, the arbitrator hull for the Amarr, and Gallentean. It seems a bit imbalanced to me to be gimped for solo exploration as Caldari and minmatar

What I propose is:
A: either new ships, be it T1 or T2, for exploration, for each race.
B. new faction (SOE? The Society?) exploration ships.


So, what would be required to be able to build a good exploration boat?

Well, first, right off the bat, if you want to be able to make a gun or missile boat able to have the utility required, you need to give it a largish weapon damage bonus, to make up for being able to fit less guns. For a battlecruiser sized hull, perhaps 7 high slots, 3 turret or missile hardpoints, with a 100% damage bonus, giving the equivalent of fitting a full rack of guns. I also thing a optimal/falloff/missile velocity bonus is a must. I think if you gave the ship a great tank it would be OP, but if you gave it a mediocre tank, and range, it would be a good deal more balanced.

If you were introducing an exploration ship for each race, then T2 versions of the tier 2 or tier 3 battlecruiser hulls might be a good place to start, also, changing T3s, such as have been talked about might also be a good place. Perhaps give a T3 subsystem that gives the 100% damage bonus and takes away turrets/launchers, freeing up highslots for exploration modules.

If introducing faction ships, like an exploration version of the ORE mining ships, then cruiser sized hulls or slightly larger then cruiser sized would work.

I feel like a roughly BC sized ship in terms of absolute size would be good, since its large enough to be independent, but not so large as to be easily caught. I don't know if a covert ops cloak would be OP on such a ship, but it would be something to discuss.

So...discuss
Deena Amaj
Native Freshfood
Minmatar Republic
#2 - 2012-09-10 14:14:22 UTC
The idea makes sense to have a dedicated exploration vessel. My only issue with the concept is that it is pretty much so that people will still use their dedicated flavor of combat vessel - be it BS or whatever - and just use the soon-to-come Exploration Frigates that have the hacking/analyzer bonuses. If rats spawn, no problem, warp out or just get another Exploration Frig.


Nevertheless, dedicated vessels to exploration would be awesome -but exploration itself needs a serious expansion; meaning the introduction of various specific things to do in each system (and if possible, only available in lowsec, W-space and 0.0space).

As you said, such ship is likely to need an adequate drone bay.

I just find that there has to be several necessities that only such an exploration vessel can fulfill - but for that to happen, exploration needs an expansion.

I would love to see a variety of specific +cruiser-sized vessels that have several tasks like the field of combat vessels.


Also, these science vessels could use a few "science-vessel only" modules that are exclusively for their sort of ships with some rare and special abilities for tackling (you know, gravity field projection, etc). They shall not DPS but they should a nifty addition to a fleet too if seen on the field.
I always had the idea of these vessels using modules that consume PI goods as ammo to perform their special abilties.


I don't want to go wild on this just yet as I'd rather want to see what others think first.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Shiroh Yatamii
Alexylva Paradox
#3 - 2012-09-10 14:21:23 UTC
So basically a mini-Marauder. Half the turrets, role bonus so you're basically fitting a full rack of guns. Hislots for salvagers/tractors, plentiful mids for hacker and analyzer. For Caldari and Minmatar you're looking at 6-8 mids to fit a shield tank, and for Gallente or Amarr you're looking at 5-6 because you're generally armor tanking.

But yeah. Cruiser or Battlecruiser-sized mini Marauder would work I think.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#4 - 2012-09-10 14:53:02 UTC

1.) A t3 is a solid all-in-one exploration boat... and several other ships work well too.... They aren't ideal, especially when you try to perform all functions with ONE ship.... but you can often just carry the extra modules you need and swap fits in a station before running the site!

2.) Did it ever occur to you that exploration isn't meant to be a solo activity? Especially the harder sites where you need more dps and more tank?

Kitt JT
True North.
#5 - 2012-09-10 15:52:23 UTC
You can do exploration solo just fine with several different ships. The problem with a dedicated exploration ship is that all those extra slots would make it pretty OP in just regular PVP scenarios.

A marauder is essentially exactally what you need, except that its expensive and vulnerable.

But the fact that you're complaining about no ship working shows that you haven't really tried. I have spent a lot of time running exploration sites in null, and I've done it, for the most part, solo.

Because I like to be able to go afk without worries, one of my requirements was that I had a covops cloak.

I'll give you a hint, pick a cruiser hull that can fit a covops cloak, put on the required mods, and start playing around with fits.

If I did it, then you can do it too.
Jafit
Caldari Provisions
Caldari State
#6 - 2012-09-10 18:30:22 UTC
Saede Riordan wrote:
Currently, the only way to build an exploration ship that can do everything is a drone boat, the arbitrator hull for the Amarr, and Gallentean. It seems a bit imbalanced to me to be gimped for solo exploration as Caldari and minmatar
s


Through EFT warrioring I can get a cap stable dual rep Myrmadon with all the exploration modules that you mentioned. Tanks around 260 omni, does about 380 DPS with drones and autocannons. You do still compromise if you fit those exploration modules, it's harder to make it cap stable with fewer midslots, so you might have to have a CPR instead of another hardener or damage mod, you can't perma-mwd, etc.

Also EFTed a Drake. 240 DPS passive shield tank and 390 DPS with 6 HML and drones, along with all the exploration modules. Again you do make compromises, you aren't getting the best out of a drake in terms of DPS and tank, but such is life.

So either they're both terrible fits or there is more than one way to fit an all in one exploration ship. But it doesn't matter, because even if the Myrm were the best at the role you describe, that's not unusual in Eve. There's a reason everybody uses caldari missile boats for all forms of PvE, it's because they have the best shield tanks and it's easy to just press a button when a target is in range. They're the best for that kind of role, other races have ships that are the best in other roles, and that's fine by me.

So if you want to do exploration in one ship I recommend training for a Myrm rather than introducing a whole line of ships that do what the Myrm doe. If you want something more powerful than a Myrm then there's a Dominix
FloppieTheBanjoClown
Arcana Imperii Ltd.
#7 - 2012-09-10 19:34:29 UTC
Basically I don't see how you can build an all-in-one explorer with two "extra" mid slots and decent combat capabilities without the shield ships being stupidly easy to overtank. I want something like this myself...I just don't see it working.

Founding member of the Belligerent Undesirables movement.

Marcus Ichiro
IchiCorp
#8 - 2012-09-10 19:58:51 UTC
Pilgrim.
Omn Freeman
Native Freshfood
Minmatar Republic
#9 - 2012-11-14 09:55:34 UTC
I think the solution lies along different lines.

Give the exploration ship an entirely different bonus, self sufficiency. You need a ship that is a swiss army knife; allow it to equip a special module with a medium longish cycle time that allows you to switch one fitted module per cycle.
Danika Princip
GoonWaffe
Goonswarm Federation
#10 - 2012-11-14 10:31:04 UTC
Omn Freeman wrote:
I think the solution lies along different lines.

Give the exploration ship an entirely different bonus, self sufficiency. You need a ship that is a swiss army knife; allow it to equip a special module with a medium longish cycle time that allows you to switch one fitted module per cycle.


And given that the problem is lack of slots, where would you fit that module?
Rjaiajik Kajvoril
Excessive Detail Holding Corp.
#11 - 2013-02-08 10:22:02 UTC  |  Edited by: Rjaiajik Kajvoril
This is something I generally agree with and genuinely want; a decent exploration ship. I've loved the idea of exploration as a solitary profession, just yourself and your wits. If I want adrenaline pumped action I go with factional warfare or incursions. Wormholes, exploration sites, it feels like it should be a solitary experience. This is the way I'd do it personally.

I'd make new Tech 2 Battlecruisers using the following hulls; Harbinger, Drake, Myrmidon, and Hurricane. These ships are all insanely popular, so a T2 variant would be exceptionally well received. On top of that both the Drake and Myrmidon are, as far as I'm aware, the go to cheap options for exploration (ie. if you don't want to go with a T3 Cruiser).

Much like with Command Ships and Recon Ships, I'd suggest 2 variations to the ships as it would give some variety and allow for people who approach exploration cautiously as well as those who approach it with combat in mind. A Combat Exploration Ship and a Covert Exploration Ship. The Combat Exploration Ship would be designed to be able to hold it's own in combat, while the covert is designed to better avoid combat all together.

Here are the bonuses I'd suggest.

For Combat Exploration Ships -

Battlecruiser Skill Bonus:
As the base hull only without the 99% reduction for Warfare Links.

Exploration Ships Skill Bonus:
20% reduction in CPU requirements for Electronics & Sensor Upgrades modules per level.

Role Bonus:
100% bonus to [insert preferred weapon] damage. (same as Marauder)

Give the Drake, Harbinger and Hurricane based ships 125m3 drone bay with 75Mbit/s bandwidth, give the Myrmidon based ship 300m3 drone bay with 125Mbit/s bandwidth.

These bonuses coupled with lack of turrets/launchers will mean that the ships are fitting less weapons, and will have more slots than their T1 counterparts to account for the larger number of needed modules, but CPU and Powergrid will be a limiting factor preventing overpowered super-tank fits in PvP. By giving these ships a baseline CPU and Powergrid that's 20% less than the original hull, the CPU simply won't allow for large shield tanks, and the Powegrid won't allow for excessive Armour buffer tanks. CPU though is needed for other things but with decent skills this can be offset for traditionally required exploration modules such as; Sensor Boosters, Targeting Systems, Tractor Beams, Cloaking Devices, Ship/Cargo Scanners, Salvagers, and most importantly Codebreakers and Analyzers which could all potentially be as much as 80% less on CPU (and most cost next to nothing Powergrid anyway) with the suggested Exploration Ships Skill Bonus.

These bonuses effectively encourage you to have a Codebreaker, Analyzer, Sensor Booster, and the traditional Afterburner/Microwarpdrive, Warp Disruptor/Scram and Shield Tank or Cap Restore as needed, rather than throwing on endless Shield modules as the latter won't fit.

The Harbinger based ship would have 8/6/7 with 3 Turrets
The Drake based ship would have 8/8/5 with 3 Launchers
The Hurricane based ship would have 8/6/7 with 3 Turrets
The Myrmidon based ship would have 7/7/7 with 3 Turrets

Each ship has gained 2 medium and 1 low slot. This would allow for a similar tank for each ship, some added flexability, but enough modules for the Codebreaker and Analyzer which are essential. The limit in weapons for the high slots would allow for other modules such as Probe Launchers, Salvagers, Tractor Beams, Cloaking Devices etc. or if fitting with PVP in mind, perhaps Drone Links, Smartbombs, Neuts or NOS, although CPU/Powergrid would limit this option somewhat.

For the covert exploration ships I would add "-96% to -100% reduced CPU need for cloaking device per level" to the Explorer Ships skill bonus and replace the 100% damage Role Bonus with a 100% bonus to ECM Burst strength and 25% reduction in Microwarpdrive capacitor use. This will give the Covert Exploration Ships a greater chance to break lock when targeted. More ability to burn out of warp bubbles etc. when needed. And the ability to warp while cloaked. However without the 100% damage bonus their DPS would be severely cut. The Amarr Covert Exploration Ship should be a Missile boat with 4 Launchers (most Covert Amarr ships follow Khanid designs). The Minmatar CE Ship should also be a Missile boat with 4 Launchers. Conversely the Caldari Covert Exploration ship should be a Hybrid Turret platform with 4 Turrets (as most Covert Caldari ships are Ishukone ships). The Gallente CE Ship should be the only one to have only 3 Turrets as it's primary weapon is it's drones anyway.

All in all I think these ships would be extremely fun to fly and would add a nice specialised route to take for explorers that makes sense and feels logical especially as, while Marauders can do this job, they simply feel wrong for it. Exploration feels like it's best suited for Cruiser and Battlecruiser size ships and in my opinion at least, Battleships simply feel too big, slow and unwieldy for the job.

Hopefully people like my idea, and maybe if I'm lucky CCP will take a look and decide they like it too. Obviously there's bound to be some balance issues, but these seem like decent starting points and don't appear broken for what they do. On the market today I'd reckon ships like these would settle at around the 350-400 Million ISK mark which is still less than a T3 Cruiser plus it's Subsystems which usually come in at around the 500 Million ISK mark. That seems about right to me for what they can do too.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#12 - 2013-02-08 11:31:08 UTC
Many of the posts in this thread show that the author is ignorant of the changes that are coming in a few days.

Ships like the prophecy and the cyclone will fill exploration roles well, with drones and utility highs available. Docking up or switching out at a POS is still an option.

Personally, I fly a heron around highsec and a cov-ops in lowsec which is followed by my orca alt, who has a range of ships, suitable for every role as well as hoarding spare ammo and tanking modules.

For WHs, I fly one combat ship and one utility ship alt. This should not be a problem in null either, cob-ops are perfect for this.

Failing that, T3s excel in this field, if you really feel the need to go fully solo.

Otherwise, what your asking for is an oversized exploration frigate, which does not have damage bonuses or tanking bonuses.
If you want a new ship, all singing, all dancing, then be prepared to give a lot to get a lot. Expect poor dps and poor tank because otherwise the ship will overshadow all others...

...and don't even get me started on the idiotic 21 slot BCs with 5 utility highs...
Derath Ellecon
University of Caille
Gallente Federation
#13 - 2013-02-08 13:58:16 UTC
Every ship in EVE is largely about comprimises. With the exception of some industrial type ships and mining barges there is no one ship that can do everything perfectly. Even mining cannot, as you can't have a mining barge with a huge tank AND huge ore bay at the same time.

Quite frankly I think this is perfect and largely by EVE design.

As a Gallente pilot I do have access to the best exploration ship in the game. The Ishtar is a swiss army knife, capable of carrying every possible exploration module, while still sporting enough tank and gank to run all but the hardest DED sites.

Except, in order to do that I have to be armor tanked, which means it largely sucks for Angels and Blood raiders.

As a gallente pilot, I could say similar to you. How many races have a cruiser class hull that slap down NPC's at 90km while also suffering no tracking issues up close (Tengu). And while you have a harder time with a Tengu due to the high slots, the only module you really lose out on is the salvager there. It is balanced by the fact that you can have a subsystem that makes scanning far better as an example.

As someone who also enjoys exploration, I would seriously hope CCP never tries to implement this.
Mara Pahrdi
The Order of Anoyia
#14 - 2013-02-08 14:20:49 UTC  |  Edited by: Mara Pahrdi
FloppieTheBanjoClown wrote:
Basically I don't see how you can build an all-in-one explorer with two "extra" mid slots and decent combat capabilities without the shield ships being stupidly easy to overtank. I want something like this myself...I just don't see it working.

Change the mid slot modules to fit scripts. Let the scripts do the specializing at a task. Problem solved, no ship changes required?

Remove standings and insurance.

Derath Ellecon
University of Caille
Gallente Federation
#15 - 2013-02-08 15:48:08 UTC
Mara Pahrdi wrote:
FloppieTheBanjoClown wrote:
Basically I don't see how you can build an all-in-one explorer with two "extra" mid slots and decent combat capabilities without the shield ships being stupidly easy to overtank. I want something like this myself...I just don't see it working.

Change the mid slot modules to fit scripts. Let the scripts do the specializing at a task. Problem solved, no ship changes required?



While that may be an answer to the mechanics of how to achieve this, it still does not go to the root question of whether this should be done at all.

As I said in my post above, which I will restate. Everything in EVE is about compromise. There is no one ship that can do everything a player may want at the same time.

Shield tankers have to compromise on tackle and other mid slot utility mods
Armor tankers have to compromise on low slot utility, damage mods
Turret/missile ships have to compromise on high slot utility
Drone ships often have multiple compromises, as drone utility/damage mods fit in low mid and high slots.

You can be a miner, and choose between a ship that gives the best yield, or the best tank, or the best local storage. But not all at the same time.

You can choose salvaging as a mini profession, but you can't just use a noctis as you cannot tractor beam other peoples wrecks.

You can be an explorer, but you have to compromise whether you fit for some kinds of exploring or the other, but not necessarily all at the same time. You can codebreak/analyze/salvage. You can hunt down ladars. You can go for combat sites. But not necessarily be effective at all at the same time. IMO that seems in line with all of the other areas of EVE.

I'ts an essential part of what makes EVE, well EVE.
Rjaiajik Kajvoril
Excessive Detail Holding Corp.
#16 - 2013-02-08 17:52:34 UTC
Hakan MacTrew wrote:
Many of the posts in this thread show that the author is ignorant of the changes that are coming in a few days.

Ships like the prophecy and the cyclone will fill exploration roles well, with drones and utility highs available. Docking up or switching out at a POS is still an option.

Personally, I fly a heron around highsec and a cov-ops in lowsec which is followed by my orca alt, who has a range of ships, suitable for every role as well as hoarding spare ammo and tanking modules.

For WHs, I fly one combat ship and one utility ship alt. This should not be a problem in null either, cob-ops are perfect for this.

Failing that, T3s excel in this field, if you really feel the need to go fully solo.

Otherwise, what your asking for is an oversized exploration frigate, which does not have damage bonuses or tanking bonuses.
If you want a new ship, all singing, all dancing, then be prepared to give a lot to get a lot. Expect poor dps and poor tank because otherwise the ship will overshadow all others...

...and don't even get me started on the idiotic 21 slot BCs with 5 utility highs...


What makes my suggestion for Tech 2 Battlecruisers so "idiotic". Especially coming from someone who wants more Mining ships and modular drones for some reason. There's no argument made for not having these ships that couldn't have been made for Marauders, Force Recon, Command Ships or pretty much any other T2 ship. The "EVE is about compromise" bullshit is exactly that, it's ******* bullshit. It's people afraid of change moaning for no reason. The exact same argument could be made for everything else... watch.

We don't need Command Ships. All you need is a Battllecruiser. You just have to sacrifice a high slot for a Warfare Link module, and if you want more than one Warfare Link module, you should either be in a fleet or be playing the game twice so an alt character can do it, (because god forbid there's any of us not using ******* alts).

We don't need Marauders. All you need is a Battleship. You just have to sacrifice damage output to put some Salvagers and Tractor Beams in the high slots, or you need to have another ******* alt in a salvage ship to clean up after you.

To all the morons out there who tell you to get an alt, listen closely. The answer to everything isn't a ******* alt character! If you have a reason to claim these ships are poorly balanced, overly redundant, especially game breaking, etc. great. We can discuss that. Hell, CCP will probably never listen to these suggestions anyway, but it's worth discussing it at least. However if your entire argument is that you think people should just shut up and get an alt, kindly **** off, you're not adding anything to the discussion.

Derath Ellecon
University of Caille
Gallente Federation
#17 - 2013-02-08 18:20:43 UTC
Rjaiajik Kajvoril wrote:
The "EVE is about compromise" bullshit is exactly that, it's ******* bullshit. It's people afraid of change moaning for no reason.


Not even close. Change occurs in EVE all the time. All of the balancing going on is causing change everywhere.

But there has always been an overriding common theme in EVE for forever, and that's the fact that there is no ship good at everything you want all the time. I don't expect CCP to change that anytime soon.

And again, it isn't anti change. Part of the wonderful flavor of EVE is we have these great ships with huge amounts of customization. So many mods to choose from. But you can never quite get everything you want. So you have to figure out fun and interesting ways to make it work.


Raven DarkSouless
Perkone
Caldari State
#18 - 2013-02-08 19:00:51 UTC  |  Edited by: Raven DarkSouless
I can see this as a cruiser with a large drone bay just add a few new types of drones, say hacking drone,and we already have salvage drones, to make less use of the high slots. Allows to kill off npcs with some minor bite to other players Say 2 high slots , 4 mid for tank. And say 3 low. though instead of weapon bonuses could gear more toward salvage, analyze, hacking and/or scanning.

edit: this would allow to perform exploration and defense against rats while not making the ship battle compatible to go outside the role of exploration.
big miker
Frogleap Factories
#19 - 2013-02-08 19:00:57 UTC
Excuse me sir.

I think you are looking for this. Gnosis - Exploration battlecruiser screenshot

This is curruntly available on the test server ( singularity )

Saede Riordan
Alexylva Paradox
#20 - 2013-02-08 19:03:09 UTC
big miker wrote:
Excuse me sir. ma'am

I think you are looking for this. Gnosis - Exploration battlecruiser screenshot

This is curruntly available on the test server ( singularity )



yeah, I really want one of those. Or ten, or twenty.
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