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An idea for new T2 Battleships

Author
RcTamiya Leontis
Magister Mortalis.
#1 - 2014-06-03 08:02:13 UTC  |  Edited by: RcTamiya Leontis
Heyya,

as a few may know, prerelase the Nestor had a fitting service, however it never made it on TQ, instead we got those shiny funny mobile structures which, you know it, will never surrive 60 seconds in a fleetfight (except if your targets are really that dumb ... i mean really dumb .... Roll (hint-> light drones, smartbombs,...)).
So what is the alternative ?
-> Carrier
-> Orca

Using Carriers in a combat is fine, however you will find yourself in situatiosn frequently where you just can't deploy a Carrier ( wormholes for example or cynojammed systems). The only solution there is trying to deploy mobile depots (which will be killed before onlining) OR use an Orca ( which only has a X% chance to surrive it's deployment in a shieldfleet/pulsar/wulf-rayet).

So this leads me to an idea I want to discuss with you about, why not have a T2 battleship with a fitting service for it's fleet ( NO ship maint. bay).
First of all, for the hulls i suggest the Rokh, Hyperion, Maelstrom and Abbadon, because they don't have T2 hulls yet ;)
What i DON'T want is having minicarriers with bastion etc, instead i suggest, let them keep the T1 defensive bonuses ( 4% Res. bonus for Rokh/Abbadon & the 7.5% Repbonus for Hyperion & Maelstrom), very high Sensorstrength and a role bonus for large energy transfer range and activation costs.

For Mass those Ships should have ~ 150kk kg
No gun-/missileslots
100mbit drones, 300m³ dronebay
No T2 resists, but slightly higher than T1

Slotlayouts:

Abbadon/Hyperion T2
-> 3 High
-> 4 Med
-> 8 Low
-> 2 Rigslots 300 Calibration

Maelstrom/Rokh T2
-> 3 High
-> 8 Med
-> 4 Low
-> 2 Rigslots 300 Calibration

PG, CPU, Cap & Hitpoints should be equal to Marauders of their race
Scanreso should be ~250mm
1.5k m³ Cargobay
~ 35 Sensorstrength


Example on a T2 Abbadon:

Amarr Battleship Bonus:
4% Armorresists for each skilllevel

Combat-Support-Battleship Bonus:
10% Energy transferamount for each skilllevel

Role Bonus:

200% Bonus on large Energytransferrange
50% less overheating damage


Now feel free to slaughter me =)

UPDATE: Layouts shfited due to the great feedback, keep it on guys ! :) Also tested refitting on a Bustard and it didn't work, so Fleethanger of them doesn't work as fitting service ;)
Daichi Yamato
Jabbersnarks and Wonderglass
#2 - 2014-06-03 09:06:42 UTC
like the concept. Could do with a little more.

partial T2 resists and a bonus to remote ECCM.

and is there a purpose to the large cargo bay? why cant some of that be made into a fleet hangar?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

RcTamiya Leontis
Magister Mortalis.
#3 - 2014-06-03 09:10:22 UTC  |  Edited by: RcTamiya Leontis
Daichi Yamato wrote:
like the concept. Could do with a little more.

partial T2 resists and a bonus to remote ECCM.

and is there a purpose to the large cargo bay? why cant some of that be made into a fleet hangar?




My first idea had a fleethangar included, now imagine this ship with for example 10k m³ fleethangar cap booster charges in a nestor fleet ....... with instead marauderlike cargo and keeping it nessescary for dropping cargo containers it has counters and stays balanced ;)

EDIT:
You still have the impel for cap booster charges .... TwistedRoll
FireFrenzy
Cynosural Samurai
#4 - 2014-06-03 09:24:14 UTC
I like the idea, not sure i like it being on THOSE hulls though... I mean i cannot come up with something better to put them on off hand, but i always pictured the remaining t2 battleships as, well, t2 BATTLESHIPS.

Is there any reason we couldnt add this to (for example) the nestor or some kind of new platform (ORE maybe?). As far as i understand the market's pricepoint on the nestor its the cost of the BPC that determines pricepoint. This might make it actually worth the Billion Six pricepoint.
RcTamiya Leontis
Magister Mortalis.
#5 - 2014-06-03 09:36:44 UTC
FireFrenzy wrote:
I like the idea, not sure i like it being on THOSE hulls though... I mean i cannot come up with something better to put them on off hand, but i always pictured the remaining t2 battleships as, well, t2 BATTLESHIPS.

Is there any reason we couldnt add this to (for example) the nestor or some kind of new platform (ORE maybe?). As far as i understand the market's pricepoint on the nestor its the cost of the BPC that determines pricepoint. This might make it actually worth the Billion Six pricepoint.


Oh no its frenzy O: Cool


Those hulls because anything smaller wouldn't make any sense for the equipment a ship needs to refit others in space ;)
Also with 150kk kg mass they can't be used too much in wormhole space and not in c1, which also is a balance reason
Nestor with fittingservice would be too strong, i allready mentioned that on comms a few times. If you give ALL you need to a single ship it will become a FOTM choice for specific setups, to solve that it is nessescary to fix some bonus-related issues with instead splitting them and add them to different shiphulls, otherwise you will find yourself with a battleshipseized t3 .... we don' want that =)
Also that forces players to actually decide between more tank&gank (nestor, RR-BS,RR-T3,...) or a refitservice but low dps (new t2 bs), balanced fleetsetups and smart pilots will gain benefits, dumb people who just copy a setup without knowing or understanding how it works will find themselves in their pod and with expensive lossmails frequently ;)
Also Nestors have 50kk kg mass, that means you have like close to zero penalties in wormholespace using the refit service for your wormholemass and would decrease tactical variations/setups.

o7
Velicitia
XS Tech
#6 - 2014-06-03 10:46:08 UTC
Doesn't the new DST have this functionality ... or is it just a fleet hangar?

If it is just a fleet hangar ... well, I could see it being useful to give it fitting services too -- I mean "DEEP SPACE" and all ...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Kasife Vynneve
Aliastra
Gallente Federation
#7 - 2014-06-03 10:53:43 UTC
I don't care what it does but I need a Khanid Innovation Battleship, but given KIs other ships a missile bonus would be expected.
Kenrailae
Center for Advanced Studies
Gallente Federation
#8 - 2014-06-03 14:28:36 UTC
I get the feeling those ships would be alpha'd as quickly as Depot's.


I get that you're trying to avoid making them too tanky, but a baddon has 7 lows natively, as does the hyp. Why knock them down to 6?

IMO, drop all the basic hull tank bonuses, give them partial T2 resists in shield/armor respectively, 7 slots in their 'tank' location, then nerf their cap a fair bit and move them all to 3 high slots. For a bit of fun, increase their bay to 300, lower their BW to 100, and then shift some of their EHP into Hull while giving the shield ones 4 lows, and nerf their fitting to prevent them from fitting too much pure buffer.

IDK, could be fun. Mostly just curious why you are wanting to lower the armor two to 6 lows.


The Law is a point of View

The NPE IS a big deal

RcTamiya Leontis
Magister Mortalis.
#9 - 2014-06-03 14:40:50 UTC  |  Edited by: RcTamiya Leontis
Kenrailae wrote:
I get the feeling those ships would be alpha'd as quickly as Depot's.


I get that you're trying to avoid making them too tanky, but a baddon has 7 lows natively, as does the hyp. Why knock them down to 6?

IMO, drop all the basic hull tank bonuses, give them partial T2 resists in shield/armor respectively, 7 slots in their 'tank' location, then nerf their cap a fair bit and move them all to 3 high slots. For a bit of fun, increase their bay to 300, lower their BW to 100, and then shift some of their EHP into Hull while giving the shield ones 4 lows, and nerf their fitting to prevent them from fitting too much pure buffer.

IDK, could be fun. Mostly just curious why you are wanting to lower the armor two to 6 lows.





I thought starting with 6 low slots for the Armor ships etc, i wanted to suggest them a bit weaker and give that a platform to discuss on, instead of giving you here an overpowered/broken ship which would be dumb :D
Also ithey don't need lowslots for dmg mods :3


Very nice feedback, i'll keep an eye on some more feedback before i update the layout
Kenrailae
Center for Advanced Studies
Gallente Federation
#10 - 2014-06-03 14:54:37 UTC
The low slots wouldn't be for damage :) They'd be for DCU/bulkheads lol.


The Law is a point of View

The NPE IS a big deal

FireFrenzy
Cynosural Samurai
#11 - 2014-06-04 11:05:50 UTC
Okay so i had forgotten that conversation, and you raise a very valid point about its mass inrelation to wormholes (one i had not considered in the 60seconds that post took). That said i still say i would like my battleships as battleships thing.

Still leaves the option of some new (possibly ore) platform, but when i was thinking on it i remembered This Thread and thought it might be worth some cross examination.

And with the new DSTs having marauder resistances (correct me if my memory of the fanfest streams is failing me) why wouldnt some kind of racial industrial (or a battlecruiser maybe? be an option (assuming my dedicated model is to much work)... That said i still LOVE this idea...
Tchulen
Trumpets and Bookmarks
#12 - 2014-06-04 11:27:02 UTC
I like the concept although I do think the resists need to be partial or preferably full T2.

In fleet fights these things are going to be primaried for sure. They need to be able to stand up to a fair amount of punishment in the same way that command ships can otherwise they'll be pointless. Even more so considering their cost.

They should be a choice between taking a while to get rid of that ship or ignoring it for softer targets. If it's too easy to kill it won't be used.

Balancing it would be tricky although the removal of guns/missiles does mean that the tank can be pretty huge without making it unbalanced. Perhaps drop the drone bandwidth to 100 and up the tank a bit?
Ray Kyonhe
Aliastra
Gallente Federation
#13 - 2014-06-04 11:42:45 UTC
Please stop with all this "new ships" ruckus. There are more then enough of them in game already, let them attend to the problems in game mechincs at last, or come up with some gameplay expansion, not just creating another bunch of fancy ship models.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Telinturco
Ministry of War
Amarr Empire
#14 - 2014-06-04 11:50:59 UTC
Ray Kyonhe wrote:
Please stop with all this "new ships" ruckus. There are more then enough of them in game already, let them attend to the problems in game mechincs at last, or come up with some gameplay expansion, not just creating another bunch of fancy ship models.

"When I was yer age, der were only wun hundred and fiddy wun pokemans! Why we need more?! S'not natural!"
Kenzore
Useless Idea
Kybernauts Clade
#15 - 2014-06-04 14:24:16 UTC  |  Edited by: Kenzore
"Deep Space Transports have been rebalanced
This balance pass is focused on providing Deep Space Transports with the ability to carry large loads in a fleet hangar while also sporting excellent defensive options.
All Deep Space Transports are capable of using the new Medium Micro Jump Drive modules." Kronos 1.0 patch notes.

Im not sure if you can use the fitting service for one of these but im sure it'll do a much better job at this than a bs hull.

Edit: I just saw that this has already been mentioned.
RcTamiya Leontis
Magister Mortalis.
#16 - 2014-06-04 19:48:47 UTC
Updated first post, tested refitting on the new deepspaceships and it didn't work.

regards
rc
Nariya Kentaya
Ministry of War
Amarr Empire
#17 - 2014-06-04 20:38:22 UTC
RcTamiya Leontis wrote:
Heyya,

as a few may know, prerelase the Nestor had a fitting service, however it never made it on TQ, instead we got those shiny funny mobile structures which, you know it, will never surrive 60 seconds in a fleetfight (except if your targets are really that dumb ... i mean really dumb .... Roll (hint-> light drones, smartbombs,...)).
So what is the alternative ?
-> Carrier
-> Orca

Using Carriers in a combat is fine, however you will find yourself in situatiosn frequently where you just can't deploy a Carrier ( wormholes for example or cynojammed systems). The only solution there is trying to deploy mobile depots (which will be killed before onlining) OR use an Orca ( which only has a X% chance to surrive it's deployment in a shieldfleet/pulsar/wulf-rayet).

So this leads me to an idea I want to discuss with you about, why not have a T2 battleship with a fitting service for it's fleet ( NO ship maint. bay).
First of all, for the hulls i suggest the Rokh, Hyperion, Maelstrom and Abbadon, because they don't have T2 hulls yet ;)
What i DON'T want is having minicarriers with bastion etc, instead i suggest, let them keep the T1 defensive bonuses ( 4% Res. bonus for Rokh/Abbadon & the 7.5% Repbonus for Hyperion & Maelstrom), very high Sensorstrength and a role bonus for large energy transfer range and activation costs.

For Mass those Ships should have ~ 150kk kg
No gun-/missileslots
100mbit drones, 300m³ dronebay
No T2 resists, but slightly higher than T1

Slotlayouts:

Abbadon/Hyperion T2
-> 3 High
-> 4 Med
-> 8 Low
-> 2 Rigslots 300 Calibration

Maelstrom/Rokh T2
-> 3 High
-> 8 Med
-> 4 Low
-> 2 Rigslots 300 Calibration

PG, CPU, Cap & Hitpoints should be equal to Marauders of their race
Scanreso should be ~250mm
1.5k m³ Cargobay
~ 35 Sensorstrength


Example on a T2 Abbadon:

Amarr Battleship Bonus:
4% Armorresists for each skilllevel

Combat-Support-Battleship Bonus:
10% Energy transferamount for each skilllevel

Role Bonus:

200% Bonus on large Energytransferrange
50% less overheating damage


Now feel free to slaughter me =)

UPDATE: Layouts shfited due to the great feedback, keep it on guys ! :) Also tested refitting on a Bustard and it didn't work, so Fleethanger of them doesn't work as fitting service ;)

Concept is nice, maybe a bonus to the range someone has to eb at to access the maintenence function (since gathering troops together in a fleet fight often means sacrificing a couple due to neglecting enemy movement and position). ntohing too much, maybe 5000 or 10km at max level.

Dont base it off an existing hull appearance-wise though, maybe it'd be better as a neutral faction, just make it look like a mobile shipyard or something, arms coming out and little drone-bay looking areas and stuff. woudl be sweet.
Xe'Cara'eos
A Big Enough Lever
#18 - 2014-06-04 20:41:39 UTC
I rather like this idea - these things need to be able to accept remote assistance, as well as give it.

maybe make these unable to refit off each other - to stop them becoming too adaptable like a slowcat fleet? - and bandwidth of only 50m3 or so?

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.

RcTamiya Leontis
Magister Mortalis.
#19 - 2014-06-04 20:53:32 UTC
Xe'Cara'eos wrote:
I rather like this idea - these things need to be able to accept remote assistance, as well as give it.

maybe make these unable to refit off each other - to stop them becoming too adaptable like a slowcat fleet? - and bandwidth of only 50m3 or so?



Bandwith 50 would be too weak as they allready have 0 weaponslots, 3 high slots also limit their ability to refit for neuts etc and be effective :D
The issue with refitting ... well they allready will run with maxtankfit ..... whatever you could adapt there it wouldn't change that much, as even with full "dmg"fit their dps is still below 500-600 ;)


Well neutral faction sounds good but i think having 4 versions, 2 with fleetbuffer resists and 2 with localtankbonus, is somethign which allows them to be used in a lot more fleets ;)
RcTamiya Leontis
Magister Mortalis.
#20 - 2014-06-10 08:52:07 UTC
*bumping*
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