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[IDEA] Dockable Ships

First post
Author
Killerhound
State War Academy
Caldari State
#1 - 2012-12-12 11:09:10 UTC
DOCKABLE SHIPS


It's been quiet some time that I saw someone writing about it but hell why not.
What I suggest is a possibility to dock in a ship like you dock on stations.

Nearly everything has been revamped in the last years and that small but tricky part about
static docking (session change rules) could be one thing that CCP needs to remove.

All Capital ships that have a ship maintenance bay(exkl. Orca inkl. Rorqual) should be able to
give SHIPS the possibility to dock at them.

- All Pilots that dock up have a hangar limited in space according to ship (1000 / 5000 / 10000 / 20000)
- ships maintenance bay is limiting factor of amount of ships docked
- Medical Bay only works for Clone jump (need of clone vat bay fitted not installed to use)
- When a ship is destroyed all clones installed aboard are deleted
- When a ship is destroyed all assets / ships are destroyed on the ship
- When a ship is destroyed and someone was docked they are ejected in pod (if active or not) OR they can all die

Why:

- Gives Titan a supreme fleet deployment role but also a point of attack and a reason to use them (Force Projection + , Massing of troups at vulnerable spot -), therefore remove all weaponry, only tanking and support modules.

- Clone Bay becomes usefull since jc from and to ships are available

- Suprise effect when attacking with single titan

- No walking in SHIP for the start later with models from the station and maybe even inside models of TITAN HELL INSIDE OF TITAN !!

That would be more then awesome sauce!


CCP Eterne
C C P
C C P Alliance
#2 - 2012-12-12 13:22:04 UTC
Moved from from Test Server Feedback to Features & Ideas.

EVE Online/DUST 514 Community Representative ※ EVE Illuminati ※ Fiction Adept

@CCP_Eterne ※ @EVE_LiveEvents

Shalua Rui
Rui Freelance Mining
#3 - 2012-12-12 13:23:45 UTC
Like the idea 100%!

I never quite understood why ship maintenance bays and corp hangars have such limited uses...

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Hemmo Paskiainen
#4 - 2012-12-12 13:40:48 UTC
T2 titan solves it, 200b build cost, someting like 80000000000 m3 docking space with clone bay ect

If relativity equals time plus momentum, what equals relativity, if the momentum is minus to the time?

Ristlin Wakefield
Viziam
Amarr Empire
#5 - 2012-12-12 14:46:09 UTC
Hemmo Paskiainen wrote:
T2 titan solves it, 200b build cost, someting like 80000000000 m3 docking space with clone bay ect


It can also temporarily stop a stargate from functioning.

I have a lover, her name is EVE. I see her every night and all she asks in return is that I have a pilot's license.

marVLs
#6 - 2012-12-12 14:56:24 UTC
Maybe some day players will be docked in carrier, waiting inside at ship dock (make Carbon tech useful), don't know what a hell waiting for them outside, feeling stress and sweat they only hear terrible battle sounds and when the green light comes up, they're launching using gravity catapult straight into battle, with all that missiles, lasers and pew pew around Twisted

Damn what a beautiful dream, and my terrible English...
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#7 - 2012-12-12 15:35:48 UTC
I began reading the OP and immediately had images of a huge Nomad Station floating about 40m/s through a system. Basically a Ship the size of a Starbase that is constantly on the move. All the mod-cons of a Starbase but mobile. Maybe it could even use a jump drive...
Seranova Farreach
Biomass Negative
#8 - 2012-12-12 18:38:23 UTC
perhaps this "ship" could be the new POS. like a dockable station which can jump (due to size meaning 48 hours to perform the jump, must not be in reinforced mode) like the deathstar in a way.. with a set number of modual slots for different tasks that you may use it for.. like industry, moon mineing, clonebays, possably even a cloak that dosnt get knocked off but has a wider area around the pos where once you pass through it its visable. or something like that...

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Seranova Farreach
Biomass Negative
#9 - 2012-12-12 18:39:33 UTC
marVLs wrote:
Maybe some day players will be docked in carrier, waiting inside at ship dock (make Carbon tech useful), don't know what a hell waiting for them outside, feeling stress and sweat they only hear terrible battle sounds and when the green light comes up, they're launching using gravity catapult straight into battle, with all that missiles, lasers and pew pew around Twisted

Damn what a beautiful dream, and my terrible English...

thats a great idea, launched ships are propelled out of the ship at their max speed (with out prop mod active)

ps. youve been watchign battlestar galactica havnt you ;p

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Grezh
Hextrix Enterprise
#10 - 2012-12-12 18:51:51 UTC
You would have to either limit what can dock in certain ships or increase/remodel some of them. Having a hyperion pop out of a thanatos is just too weird. Though would very much like the idea of a mobile station.
marVLs
#11 - 2012-12-12 19:25:57 UTC
Seranova Farreach wrote:
thats a great idea, launched ships are propelled out of the ship at their max speed (with out prop mod active)

ps. youve been watchign battlestar galactica havnt you ;p


I have't Smile but i think it's obvious thing for space game, movies etc.

I've in mind something like this on Star Citizen trailer:

http://media.pcgamer.com/files/2012/10/ScreenShot0003-copy.jpg

Walking in that dock with Your mates, preparing (fitting) ship for action, and then watching how they start one by one, how they return with damaged ship, and need to repair it with some drones etc.

But there's one problem... special ships for this. Two options:
1. New ship class: fighters and bombers maybe even with WSAD controls
2. Rethink/remodel few frigates because some of them fits for this (imagine You stand next to rifter, cool) and some are not (Inquisitor,Bantam maulus ect)


Killerhound
State War Academy
Caldari State
#12 - 2012-12-12 19:41:55 UTC
The idea would be perfect, especially to give titans a role since well you know unless you have a PL Ticker you will not use titans anyway.
Jaylance
Perkone
Caldari State
#13 - 2012-12-12 21:13:40 UTC
New class of Carrier and T3 Frigates to go with them.

The carrier will have enough docking space for 50 of these new T3 Frigates. So an entire wing will be able to fit into the one carrier. And these frigates can only be assembled inside the carriers hold. The carrier will also have a large clone bay.

The T3 frigates will have moderate improvments over current frigate hulls. With specialized roles ranging from Ewar, Tackle, DD. To offset the balance of these advanced frigates (you dont want them replacing current frigates and upseting the balance of the game). These Frigates can only be assembled in the hull of the carrier. These frigates will also lack the ability to warp and use jump gates, Meaning they must use the carrier to travel great distances.
Asudem
Black Spear.
#14 - 2012-12-13 05:33:53 UTC
Docking in ships? Hell yes!!! But why exclude the Orca and Rorqual? Leave the ship maintenance bay size as it is, it works just fine. Only Fleet member should be able to dock and there should be an option in the confic menu, if that menu still exists that is. It would be a nice change that would make Titans and carriers to hive ships for nasty suprise attacks. Also it would barely change anything for travels through WHs, just hot drops will be more badass - besides that carriers will be finally worth their names.
Danika Princip
GoonWaffe
Goonswarm Federation
#15 - 2012-12-13 06:31:58 UTC
Jaylance wrote:
New class of Carrier and T3 Frigates to go with them.

The carrier will have enough docking space for 50 of these new T3 Frigates. So an entire wing will be able to fit into the one carrier. And these frigates can only be assembled inside the carriers hold. The carrier will also have a large clone bay.

The T3 frigates will have moderate improvments over current frigate hulls. With specialized roles ranging from Ewar, Tackle, DD. To offset the balance of these advanced frigates (you dont want them replacing current frigates and upseting the balance of the game). These Frigates can only be assembled in the hull of the carrier. These frigates will also lack the ability to warp and use jump gates, Meaning they must use the carrier to travel great distances.



then you doomsday the carrier and kill all fifty of them in a single shot, and since they're wandering around playing cards instead of sitting in their pods, that's fifty people waking up in thier medical clones.

Sounds good.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#16 - 2012-12-13 07:35:39 UTC
Did anyone see stargate universe? They had two shuttles on the outside of the hull, connected to the ship via an airlock at the rear.

How about a system where you can have a few micro-frigates, (be they T3 or otherwise,) latch on to a parent ship, BS size or BC size. Give them a MJD but no warp capability. Limited slot layouts but a very small signature and high speed and agility. Essentially a capsuleer piloted fighter. Make them comparable to say an AF or just above a T1 frigate and I think that could work.
Reaver Glitterstim
The Scope
Gallente Federation
#17 - 2012-12-13 10:12:43 UTC
You shouldn't get your own hangar inside someone else's ship. Instead, corps can work out divvying up corp hangar sections if the ship has a corp hangar and they wanna do it that way.

If the ship is blown up, each ship docked in it has a 40% chance of being destroyed and ejecting its pilot in capsule, the other half are ejected, 30% of them in hull, 20% in armor, and the lucky 10% having taken a random amount of shield damage. And if you wanna get really carried away with numbers, you could make differing hit points on different facings affect it, ie a ship with mostly shield HP would be more likely to have some left.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Asudem
Black Spear.
#18 - 2012-12-13 11:04:03 UTC
Hmmm, sitting in a pod when the carrier you are docked into gets destroyed? Would be fair enough though. It would keep up the balance. Dont need those complicated chance calculation, it would be a pain in the ass just to code it. Just ejecting the docked capsuleers in Pods.

Only real problem I see so far is the ship cargos cargo in someone elses cargos cargo cargo. But maybe it would be balanced out by not restoring cap and shield when docked, not any service you would have in a station. Just transport of ships and players. The rule could forbid industrials inside carriers and titans and every ship may not have any conti insides its cargo.
Reaver Glitterstim
The Scope
Gallente Federation
#19 - 2012-12-13 12:56:47 UTC
Industrials should just be made large enough on the outside to counteract the problem of using them to store cargo inside ship maintenance bays. Not letting them have cargo other than ammo is just absurd.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

nikon56
UnSkilleD Inc.
#20 - 2012-12-13 14:40:15 UTC  |  Edited by: nikon56
i like this idea, but i would suggest it work like this:

conditions:

only available on capital ships with a fitting service & maintenance bay

require the use of a new module or triage module for carriers or industrial core for rorqual
this module require capacitor and/or fuel
this module as a defined cycle
this module as a side effect: the ship is static when activated
regarding carrier & rorqual, they cannot use both at same time (since triage / industrial core also provide the same service)

Limitations:

all ship can be contained, within the volume limitation of the maintenance bay (keep the current numbers)
all ship can only contain ammo/ charges / scripts (like now)
a limitation shall be put for the nb of pod a ship can contain (to be defined), related to ship size (titan > motehrship > carrier)
a clone vat bay increase the docked pod nb.

Services:

all docked ship can reffit (provided the ship settings allow usage of fitting service)
all docked ship can refill shield & capacitor:
- limited to 2*ship natural regen
or
- using fuel and/or capacitor of the capital ship, not automatic, done on demand by the docked ship, require the function to be activated by cap pilot (not related to fitting service settings)

armor / hull / modules damages cannot be repaired, unless the capital ship as a specific module fitted and activated (regarding modules, nano paste can still be used regardless of the module being present or activated)

undocking behave like station
Cap. Destruction:

each ship in maintenance bay is ejected or destroyed, chance based.

pilots docked in pod at the moment of destruction are ejected only, not destroyed

destroyed ships:
- does not generate wreck (to prevent server über load and lagg in mass fleet encounter, this could be removed if server load is acceptable)
- if pilot was inside said ship, pod is ejected

ejected ships:
- if pilot in it, is "ejected" in it's current state (regardless of fitting, health etc....this is different than undocking, ship will start at 0m/s close to the cap. wreck)
- if no pilot, is ejected in it's current state (like if ejected by the cap pilot on current build)

all thoses function / new modules would, indeed, be requiring specific skill(s), and function efficiency or cap / fuel requirement
related to relevant skill level

all those parameters could indeed be fine tuned to balance those features (cap cost, fuel cost, cycle timer, skills impact, regen rate for shield / cap etc....)
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