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Combat logistics/Auxiliary ship idea

Author
El Geo
Warcrows
Sedition.
#1 - 2013-04-06 15:30:48 UTC  |  Edited by: El Geo
Combat logistics ships replenish supplies to other fleet vessels. They include oilers, ammunition ships and combat store ships. To provide supplies (inc. provisions, fuel and ammunition) to combatant ships that are at sea for extended periods of time.
An auxiliary ship is a naval ship which is designed to operate in any number of roles supporting combatant ships and other naval operations. Auxiliaries are not primary combatants, although they may have some limited combat capacity, usually of a self-defense nature.

Roles:

  • Supply
  • Replenishment
  • Transport
  • Repair
  • Research

In Eve there are various ships that can fulfill these roles, freighters, orcas, carriers, transports, logistics and so on, the idea of this thread however is to promote the idea of a specialized Non-combat ship class that could provide the above roles for extended periods of no pos/stations (enemy militia/SOV/w-space) in enemy space and could also redefine current black ops warfare.

Requirements:

  • Small mass (200m kg or under) w-space capable & use of stargates
  • Black ops jumpdrive (to resupply blops operations) No need to warp cloaked
  • Corporate Hanger (for ease of resupply)
  • Maintenance bay
  • Hull repair amount bonus
  • Probing bonus
  • Fuel bay

This ship should never be able to allow refitting of tech 3 subsystems, my initial suggestion would for 2 joint project ships in this class. (amarr/caldari and minmatar/gallente) this of course would reflect well for lore for Eve lore as the militia factions are unable to dock in opposition owned systems.

I've seen interesting threads for very similar concepts before but felt they lacked any real reasoning behind them, combat logistics and auxiliary ships however have a huge impact on modern warfare.
El Geo
Warcrows
Sedition.
#2 - 2013-04-06 15:53:32 UTC
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#3 - 2013-04-07 01:24:35 UTC
I suggested a very similar ship in my ORE Ships thread. On the fly refitting and resupply is something that is.currently.being done with capitals and Orca's.

Capitals are not suitable for smaller, more agile group operations and Orcas are a mining ship that should not be near a front line, let alone behind the enemy's lines.

There is a valid opening for a ship of this kind.

I don't know about the black ops JD though.
El Geo
Warcrows
Sedition.
#4 - 2013-04-07 17:08:17 UTC
I have my own thoughts about the size and abilities of a ship like this that I didn't want to bore the community with so I will make a quick comparison, about the same size as an orca but with less than half the capacity and roughly the same defence as a black ops battleship, 2 rigs, 3 highs, 4 mids, 2 lows ~ this keeps it less than useful for actual combat but the jump drive and small mass + extra abilities (hull rep bonus) means blops operations could always have somewhere (vulnerable) to resupply and refuel

skill intensive trains, tech 2 ship with a price tag to match (at least 3 times the value/production costs of a standard black ops bs)
Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2013-04-07 17:22:43 UTC
So, a mini jump freighter with combat, scanning, logistics, refitting and corp hangers, as well as titan jump range and a tank that while not astounding, is a hell of a lot tougher than any other hauler? And you want what, 50-60km3 cargohold on that? (An Orca is ~150k isn't it?)
Xe'Cara'eos
A Big Enough Lever
#6 - 2013-04-07 18:45:11 UTC
I think I like the idea, (very little experience of null, absolutely NONE of extended cloak operations), to *balance* this a little, and prevent it superseding black ops BS's, make it able to use black ops bridges, but not create them?

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

El Geo
Warcrows
Sedition.
#7 - 2013-04-07 19:38:02 UTC
Lets just take a step back and think a minute, a few things I never mentioned were :

  • Jump range capabilities (I agree, this should be small)
  • Ability to use covert jump portal generators (A most definite no)

  • Some number suggestions for this Tech 2 ship concept

  • Fleet hanger 20k
  • Cargo 500m3
  • Fuel bay 5000m3
  • 8k structure/5k armour/5k shield base hp
  • Maint bay 150k? the only reason for it is to help resupply/refit, and yes, it should be restricted to only covert ships.

  • The size of an orca meaning around 250m kg mass, volume 10m m3 as for its so called "logistics" capabilities I hardly feel that a maximum of 3 remote hull repairers would be even 'remotely' useful in a combat situation, even if they had a 100% bonus to strength (No range bonus), especially considering the amount of ISK any ship like this would cost but in an empty waypoint system it might be a benefit.

    Like I say it is just a concept think of it like that for now, these numbers are pretty meaningless at the moment, its the concept I wanted to talk about.

    :)
    Nexas Alduin
    Sebiestor Tribe
    Minmatar Republic
    #8 - 2013-04-08 01:46:28 UTC
    I disagree with the OP on two issues:

    1) BLOPS jumpdrive. Unnecessary. It would be "too nice" in a way; one of the cornerstones of Logistics is forethought and planning to attain goals, not hotdropping. Plus, if it was able to do so people would be able to open the ship up and take out non-covert frigates, destroyers, and cruisers (assuming it allows people to store/withdraw ships, ofc). That ruins the point of a BLOPS jumpdrive.

    2) Scanning bonus and repair bonus. Choose one or the other.

    Otherwise I like it. I always felt that an idea like this had a lot of merit, especially for groups that don't want their roam to come to a premature end just because a few of them lost their ship and the stations around suck for producing a new fit. The fact that it can have much larger implications adds to that.
    El Geo
    Warcrows
    Sedition.
    #9 - 2013-04-08 12:34:45 UTC  |  Edited by: El Geo
    Nexas Alduin wrote:
    I disagree with the OP on two issues:

    1) BLOPS jumpdrive. Unnecessary. It would be "too nice" in a way; one of the cornerstones of Logistics is forethought and planning to attain goals, not hotdropping. Plus, if it was able to do so people would be able to open the ship up and take out non-covert frigates, destroyers, and cruisers (assuming it allows people to store/withdraw ships, ofc). That ruins the point of a BLOPS jumpdrive.

    2) Scanning bonus and repair bonus. Choose one or the other.

    Otherwise I like it. I always felt that an idea like this had a lot of merit, especially for groups that don't want their roam to come to a premature end just because a few of them lost their ship and the stations around suck for producing a new fit. The fact that it can have much larger implications adds to that.


    As stated in my previous posts without the capability of jumping to a covert cyno the idea has no merit, because you can simply use a carrier also, it wouldn't be able to jump into cyno jammed systems.
    I cant see why people read this as a combat ship, its merely an idea for a covert logistics/auxiliary ship to support covert operations.

    El Geo wrote:

    "Maint bay 150k? the only reason for it is to help resupply/refit, and yes, it should be restricted to only covert ships. "


    Like all of the numbers the size of a maint bay isn't important, even if it could only fit one stealth bomber I personally wouldn't be bothered, the only reason for its inclusion is for abilities it has.

    20k fleet hanger
    500 cargo
    5k fuel
    50k maint bay (only covert ships)
    2 rigs, 2 highs, 3 mids, 2 lows
    covert jumpdrive
    no ability to fit bridging equipment
    100% hull repair bonus

    less than 6k base hp