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Marauder: 1 Subsystem to Modulate the Role they Fulfil

Author
Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#1 - 2013-08-21 14:46:07 UTC  |  Edited by: Grunnax Aurelius
What I propose is that Marauders role changes to be something a little bit modular, meaning the ship hull itself can have a universal bonus across all races, but have one subsystem slot that allows you to choose between 1 of 3 roles.

Proposed universal bonus on hull: 5% reduced spool up time on Large Micro Jump Drives

This subsystem defines the slot allocation and bonuses, the roles would be like the following:

Caldari
- Caldari Siege Systems
- Caldari Triage Systems
- Caldari Assault Systems

Amarr
- Amarr Siege Systems
- Amarr Triage Systems
- Amarr Assault Systems

Gallente
- Gallente Siege Systems
- Gallente Triage Systems
- Gallente Assault Systems

Minmatar
- Minmatar Siege Systems
- Minmatar Triage Systems
- Minmatar Assault Systems

About the systems:
- Siege: It would be a 4 Hi Slot Loadout with 3 Turret or Launcher hardpoints depending on the racial subsystem and the 4th slot for a newer smaller version of the current siege module, making the ship a Sub-Capital Dreadnought as a first step towards before training a Dreadnought itself. So their is also a way to siege thing more efficiently in Hi Sec but also being more mobile in low sec and null without having to rely on a cyno for travel, and can just ravel by conventional means (ship does not have a jump drive) Large Micro Jump Drives cannot be activated while siege mode is engaged.

- Triage: It would be a 5 Hi Slot Loadout with no weapon hardpoints, it will give the ship bonuses to shield and/or armor transfers and energy transfers, with the 5th slot for a newer smaller version of the current triage module depending on the racial subsystem, making the ship a Sub-Capital Carrier as a first step towards before training a Carrier itself. So their is also a way to bring big reps to the field in Hi Sec but also being more mobile in low sec and null without having to rely on a cyno for travel (ship does not have a jump drive) Large Micro Jump Drives cannot be activated while triage mode is engaged.

- Assault: This would be a hybrid setup between the dreadnought and the carrier by tacking the gun aspects from the dreadnought and taking the drone/fighter aspects from the carrier, making this a combat load out instead of a more focused stand point, meaning that the ship is more for being used in fleet battles etc (ship does not have a jump drive) note will only have a few guns and only be able to have 5 fighters or drones out at once.

If you would like full stats on each ship and subsystem to see how they would turn out, I will do it if enough people ask.

Please redirect to here, thread modifed with alot more info: https://forums.eveonline.com/default.aspx?g=posts&t=271377&find=unread

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Bakuhz
Banana-Republic.
Shadow Cartel
#2 - 2013-08-21 14:50:24 UTC
would be awesome to have something like that

i fully support this topic rise and fozzie take a look at this

https://zkillboard.com/character/584042527/

Magormor
Homicidal Suicidal
#3 - 2013-08-21 15:23:23 UTC
Yes....lets turn the marauder into a HiSec machine and make it utterly useless in Low/0.0
Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#4 - 2013-08-21 15:28:19 UTC
Magormor wrote:
Yes....lets turn the marauder into a HiSec machine and make it utterly useless in Low/0.0


Cant you see that fact that small corporations are able to afford and use them?

Fast Spool Up on LMJD means quick get away, yeah totally useless in null and low......

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Magormor
Homicidal Suicidal
#5 - 2013-08-21 15:41:39 UTC  |  Edited by: Magormor
A ship that has to siege is a large disadvantage too.....If you are going to siege, and lock down assets, why not use a proper siege ship?

And yes small corps would be-able to use it. But inorder to use a siege ship you would want a supporting fleet. And small corps have small numbers. So a 6 man fleet.

What is better? 1 dread/carrier and 5 supporting ships? or 3-4 Marauders(seiged) and 1-2 supporting ships?

In the end the pricetag of the fleet is about the same. And FYI Cynos are not that difficult or expensive.

EDIT: oops, and scam > MJD still very vulnerable
Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#6 - 2013-08-21 15:42:38 UTC
I very much like this idea, could be quite interesting. +1

Eat Lead!!! Err....Antimatter...whatever!

Magormor
Homicidal Suicidal
#7 - 2013-08-21 15:46:51 UTC
Now i'm not hating, it IS a cool idea, but for practicality, I don't feel it is a good use of a potently unique cool ship. Im just posting concerns with your idea.
Mole Guy
Bob's Bait and Tackle
#8 - 2013-08-21 15:47:01 UTC
hale no!

forget that. t3's are completely overpowered and the loss of training when you die would be insane.
yer talking about loosing a 10x skill if u loose marauder 5. we already train so damn much as it is i dont want anything to do with the idea.

refund my skill points on marauders and u can have the class if thats the devs opinion, but hale no to the idea.
Icarus Able
Refuse.Resist
#9 - 2013-08-21 16:03:25 UTC
Mole Guy wrote:
hale no!

forget that. t3's are completely overpowered and the loss of training when you die would be insane.
yer talking about loosing a 10x skill if u loose marauder 5. we already train so damn much as it is i dont want anything to do with the idea.

refund my skill points on marauders and u can have the class if thats the devs opinion, but hale no to the idea.


T3s are not "completely" overpowered. Also the training time loss wouldnt have to be implemented. Also explain what this has to do with T3s and how this would be overpowered
Maximus Aerelius
PROPHET OF ENIGMA
#10 - 2013-08-21 16:06:34 UTC
Mole Guy wrote:
hale no!

forget that. t3's are completely overpowered and the loss of training when you die would be insane.
yer talking about loosing a 10x skill if u loose marauder 5. we already train so damn much as it is i dont want anything to do with the idea.

refund my skill points on marauders and u can have the class if thats the devs opinion, but hale no to the idea.


Easy there my friend, nothing was said about making this an actual "T3" but just that it's systems were adjustable and certainly no mention of SP loss.

That being said if it was made to fall into that class I think it would have to be buffer than a buff thing from buffville and we'd see the exclusion of lower skilled pilots not using them.

Just my opinions but at the OP: An interesting idea. I do fly a Marauder (a Golem to be precise) and it needs something. Is this it? I don't know but I'd to know what ideas CCP have for my most expensive ship hull to date.
Arthur Aihaken
CODE.d
#11 - 2013-08-21 16:07:35 UTC
Mole Guy wrote:
hale no!

forget that. t3's are completely overpowered and the loss of training when you die would be insane.
yer talking about loosing a 10x skill if u loose marauder 5. we already train so damn much as it is i dont want anything to do with the idea.

refund my skill points on marauders and u can have the class if thats the devs opinion, but hale no to the idea.


I like these ideas for a new T3 flagship (battleship).

I am currently away, traveling through time and will be returning last week.

Dyscordia
Super Elite Friendship Club
#12 - 2013-08-21 16:29:47 UTC  |  Edited by: Dyscordia
Maximus Aerelius wrote:
I do fly a Marauder (a Golem to be precise) and it needs something. Is this it? I don't know but I'd to know what ideas CCP have for my most expensive ship hull to date.


Considering the marauder hulls have had a grand total of zero updates since its release, I would say this is one of those ships that need love sooner than later but probably won't get it until 2014-2015. It's seriously dated. There are other ships that cost a fraction of the price and do a better job at what Marauders are supposed to do. I still took Marauders to 5, but this ship needs some serious love. Maybe they need a better role other than bloated L4 mission piñatas they are now.

I don't know about marauder subsystems but a buff to sensor strength so that a Kitsune pilot with 3 million SP or light ecm drones can't perma-jam it out would be a good place to start? Maybe even before the massive overhaul of the hull???
Rroff
Antagonistic Tendencies
#13 - 2013-08-21 16:41:47 UTC
Not convinced entirely by those ideas but I'm another person who'd like to see Marauders become something a bit more modular.
Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#14 - 2013-08-21 16:51:43 UTC
Mole Guy wrote:
hale no!

forget that. t3's are completely overpowered and the loss of training when you die would be insane.
yer talking about loosing a 10x skill if u loose marauder 5. we already train so damn much as it is i dont want anything to do with the idea.

refund my skill points on marauders and u can have the class if thats the devs opinion, but hale no to the idea.


This is not a T3 its a T2 ship with 1 subsystem that defines its role, you dont loose skil points if you die, where in the post did i say its a T3 please read.

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Bakuhz
Banana-Republic.
Shadow Cartel
#15 - 2013-08-21 16:56:54 UTC
Mole Guy wrote:
hale no!

forget that. t3's are completely overpowered and the loss of training when you die would be insane.
yer talking about loosing a 10x skill if u loose marauder 5. we already train so damn much as it is i dont want anything to do with the idea.

refund my skill points on marauders and u can have the class if thats the devs opinion, but hale no to the idea.


no one talked about tech III it's just sub systems for a advanced BS TII
actually adding sort of sub systems to more ships in the future might be very interesting

https://zkillboard.com/character/584042527/

Bakuhz
Banana-Republic.
Shadow Cartel
#16 - 2013-08-21 17:01:44 UTC
Dyscordia wrote:
Maximus Aerelius wrote:
I do fly a Marauder (a Golem to be precise) and it needs something. Is this it? I don't know but I'd to know what ideas CCP have for my most expensive ship hull to date.


Considering the marauder hulls have had a grand total of zero updates since its release, I would say this is one of those ships that need love sooner than later but probably won't get it until 2014-2015. It's seriously dated. There are other ships that cost a fraction of the price and do a better job at what Marauders are supposed to do. I still took Marauders to 5, but this ship needs some serious love. Maybe they need a better role other than bloated L4 mission piñatas they are now.

I don't know about marauder subsystems but a buff to sensor strength so that a Kitsune pilot with 3 million SP or light ecm drones can't perma-jam it out would be a good place to start? Maybe even before the massive overhaul of the hull???


actually it should be changed regardless they are expensive and they need sensor strength
just basic like 24 points or tweak it to like 28
maybe depending on the role you take on with the sub system of choice give additional extra bonus to this.


https://zkillboard.com/character/584042527/

Mole Guy
Bob's Bait and Tackle
#17 - 2013-08-21 19:34:17 UTC
my appologies.
there has been alot of people wanting to make marauders into actual t3 ships with sub systems and whatnot.
i have marauder 5 on 2 toons and absolutely hate t3 ships. they are tooooo op and toooo modular/flexible.

i will go back and reread. i did assume u meant change it to an actual t3 ship.

i want a marauder with a defined role. thats it. a kewl role, like fozzie said, thats useful.
even a t1 bs with double damage guns like it has and say a jump drive. doesnt have to be all that for me. one high slot for a cyno and they could cyno each other back and forth. or roll with the cap fleet...

Nikk Narrel
Moonlit Bonsai
#18 - 2013-08-21 19:45:12 UTC
Mole Guy wrote:
my appologies.
there has been alot of people wanting to make marauders into actual t3 ships with sub systems and whatnot.
i have marauder 5 on 2 toons and absolutely hate t3 ships. they are tooooo op and toooo modular/flexible.

i will go back and reread. i did assume u meant change it to an actual t3 ship.

i want a marauder with a defined role. thats it. a kewl role, like fozzie said, thats useful.
even a t1 bs with double damage guns like it has and say a jump drive. doesnt have to be all that for me. one high slot for a cyno and they could cyno each other back and forth. or roll with the cap fleet...


This, with the specific that the role they are given has to be something they have no real competition for.

IE: Covert Ops ships have no real competition in cloaking, as other ships cannot warp cloaked.
(And by covert ops, I refer to those able to fit the cloaking device, not the frigate specifically)

Right now, Marauders are being questionable regarding their value, thanks to faction boats doing the same job quite effectively.
Mole Guy
Bob's Bait and Tackle
#19 - 2013-08-21 19:59:47 UTC  |  Edited by: Mole Guy
imagine if they had a jump drive.
black ops have them, so how can it be over powered? black ops can bridge, they can target with no delay, they can do a host of other things. these ships are paper thin to pay for it, but their utility is worth it if one setups up a good blops fleet.

marauders:
they have double weapon damage. not unique to marauders anymore, even t1 frigates gain bonuses of some extent.
kewl thing is, we have 3 utilities because of it which is good. thats a bonus.
but we need something else.
i disagree with what you wrote. we could create another ship thats modular, but marauders arent it.

having a bonus to mdj would be unique. having a range extension for weapons to coincide with the mdj bonus would kick ass.
lets say -50% to cool down of the mjd as a role, and reduction 10% to spool time per level. this would allow them to dictate range effectively. just like spiders, these thing would jump all over the place. and with a 10% range boost/lev (like the apoc), they could use their short range weapons more effectively. they would become masters of range dictation.

thats a unique role.
op?
lets see..can they bridge in 20 bombers? nope.
do they gain the cloak targeting delay reduction? nope
on and on.

point is, we just need a role. a non-capital role. something nothing else can compete with.
dps can be outdone by the vindi.
mobility? blops
cloak? blops
resists? hacs/command
targeting? everything
range? apoc/meggy
scanning? cov ops/t1 frigs
rr? logi/t1 frigs and cruisers

if they received an rr range and ammmount bonus, it would help TREMENDOUSLY.
make it like 1/2 the range of logi and some cap savings.
this would be a kewl thing about the bs line no one could out do.
they have good dps, good tanking, and good rr to help others. they can hold alot of ammo and only use 1/2 making them last longer in deep space before having to come back.
Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#20 - 2013-08-22 05:33:59 UTC
Please redirect to here, thread modifed with alot more info: https://forums.eveonline.com/default.aspx?g=posts&t=271377&find=unread

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread