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MINMATARxCALDARI: Bridging the Gap

Author
Kristalll
Caldari Provisions
Caldari State
#1 - 2014-06-06 21:20:38 UTC
Some of you may be disappointed to hear this, but this isn't erotic fanfiction.

What this is is a discussion about the possibilities for the future Minmatar-Caldari hybrid race. As this was the intended spot for the Mordu's Legion ships before the lore pointed CCP to making them Cal-Gal, it only makes sense CCP will return to try to fill this gap.

The Caldari side of this relationship has been done well in both the Guristas and Mordu's Legion faction ships, so we'll focus on the Minmatar side as our primary influence. This will also work well with the lore bit I'll get into later.

So what are things you think of when you think Minmatar ships? You probably think of speedy ships, powerful webs, good tracking and high alpha.

Well, Angel Ships (as well as Mordu's) already have speedy ships covered and both Serpentis and Blood Raiders get web bonuses. Tracking bonuses have been done before and are easily improved further by modules, so that's really not a significant feature to build upon.

That leaves us with alpha. Alpha is possibly the biggest contribution Minmatar ships provide to the overall meta of New Eden, whether its Thrashers and Tornados ganking in highsec, Muninns decimating in medium gangs, or Alpha and Omega fleets destroying capitals every cycle.

Lucky for us, Alpha also works well with Caldari, as Cormorants, Eagles, and Rohks run pretty solid alpha as well.

Now, how do we work Alpha into the ships design? Taking advantage of the pirate hull role bonus, we increase the raw damage on the ship by a significant amount, and increase the cycle time to bring the dps back down to reasonable levels. Balanced properly the ship should have slightly lower dps than a comparable Minmatar ship, but at twice the alpha.

Now for racial bonuses. Primary Caldari bonuses are shield resistance, missile and ecm bonus. Additionally, most turret based ships have a racial optimal range bonus. To maximize the effectiveness of the alpha, this optimal bonus seems ideal, especially while Guristas already share in the Caldari resistance bonus.

The Minmatar bonus makes most sense to be a tracking bonus to maximize the effective use of the ships weapon systems (primarily artillery over autocannons)

On the Lore side of things, Thukker Tribe is the obvious choice, holding Sov in the Great Wildlands, which is currently a desolate region due to few stations and very little reason to set up shop. It's possible that making the Thukker Tribe actually have their own rats, and own ships (even combat sites and data sites) would put them on par with the 5 primary pirate factions in terms of accessible content, as well as driving player activities in the region. In the long run this could lead to a new line of deadspace mods covering gaps in deadspace coverage, to later be couple with the Intaki Syndicate faction and DED sites.

With the focus being on Minmatar in the mechanics, the fact the Thukker Tribe has little connection to the Caldari has minimal consequence, but at the current point in their history, the Thukker Tribe has a lot of ways that this could be worked into their story.

TL;DR: Thukker Tribe ships.

Role Bonus:
140% Bonus to Projectile Turret Damage
50% Penalty to Projectile Turret Rate of Fire
(Combined this makes 20% bonus to dps)

Minmatar Bonus:
10% Projectile Turret tracking bonus per level

Caldari Bonus:
10% Projectile optimal range bonus per level

On a battleship with 8 turrets, this would be slightly below a Maelstroms dps, and above a Tempests.

Obviously these would be adjusted to be balanced for the ship size, but these would be the base attributes.

When I get a chance I'll put more info together to compare this to other ships more directly as well as adapt it for others suggestions that will likely arise. Maybe even put together a mock up of ship stats.

“Die trying” is the proudest human thing.

Hakaari Inkuran
State War Academy
Caldari State
#2 - 2014-06-06 21:40:07 UTC
Do we really need a battleship with such a massive alpha?

Granted these will be 1B ships at best, but still. I dunno. Seems like you're just going to do very naughty things with the metagame.
Alim Omaristos
Viziam
Amarr Empire
#3 - 2014-06-06 21:46:38 UTC
+1 because this is something entirely different and would be fresh.
Kristalll
Caldari Provisions
Caldari State
#4 - 2014-06-06 21:50:40 UTC  |  Edited by: Kristalll
Hakaari Inkuran wrote:
Do we really need a battleship with such a massive alpha?

Granted these will be 1B ships at best, but still. I dunno. Seems like you're just going to do very naughty things with the metagame.


If they cost 2x as much as something that does half the alpha, how does that affect your idea?

Also, serious sniper/alpha roles exist in the t1 ships, but have no significant presence in navy or pirate ships As of yet.

“Die trying” is the proudest human thing.

Catherine Laartii
Doomheim
#5 - 2014-06-06 21:58:32 UTC
Thukker already has a t2 line of ships. There is no reason to give them any faction ships.

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#6 - 2014-06-06 21:58:55 UTC  |  Edited by: Antillie Sa'Kan
Hakaari Inkuran wrote:
Do we really need a battleship with such a massive alpha?

Granted these will be 1B ships at best, but still. I dunno. Seems like you're just going to do very naughty things with the metagame.

I dunno. With eight T2 1400mm arties, perfect skills, and four damage mods, you are looking at 28,296 alpha with Quake or 27,892 alpha with faction EMP. So just shy of three tornadoes.

Sure they will be great for ganking things but at about 1 billion for the hull alone I think tornadoes will remain the ganker's ship of choice in hisec. As for low/null? Well, billion isk hulls tend to attract attention.
Sniper Smith
Center for Advanced Studies
Gallente Federation
#7 - 2014-06-06 21:59:08 UTC
No.. the Minm + Cal ships should be missile boats.. What I'd like to see is the web range of the Bhaal, and a damage application bonus.. but NO Damage bonus.. Or if it does, be like a NM where is does more Damage, less launchers.

Mach is enough of an instant Apha boat, we don't need more than that. Want more Alpha, use missiles and risk firewalls.
Kristalll
Caldari Provisions
Caldari State
#8 - 2014-06-06 22:01:33 UTC
Catherine Laartii wrote:
Thukker already has a t2 line of ships. There is no reason to give them any faction ships.



They also own part of nullsec, which makes them better than any other lore possibility. They aren't a member of an empire like normal t2 manufacturers either.

While I'm open to suggestions on the lore front (as its not my forte) they certainly make the most sense.

“Die trying” is the proudest human thing.

Hakaari Inkuran
State War Academy
Caldari State
#9 - 2014-06-06 22:03:59 UTC  |  Edited by: Hakaari Inkuran
Just retcon the T2 line of ships to be a random minmatar tribe (pull one out of the hat) and problem solved. Nobody cares about the lore of T2 ship lines anyway, methinks.

OP, I was silly to question the alpha thing considering the existence of tornadoes and maelstroms, +1 to your idea. It's unique enough and the game could use a few more projectile platforms.
Kristalll
Caldari Provisions
Caldari State
#10 - 2014-06-06 22:04:46 UTC
Sniper Smith wrote:
No.. the Minm + Cal ships should be missile boats.. What I'd like to see is the web range of the Bhaal, and a damage application bonus.. but NO Damage bonus.. Or if it does, be like a NM where is does more Damage, less launchers.

Mach is enough of an instant Apha boat, we don't need more than that. Want more Alpha, use missiles and risk firewalls.


So you want one bonus shared by minnie recons, blood raiders and the loki (with serpentis having a similar bonus)?

Like a missile boat that can web as far as it can Point? Sounds only slightly different than the Mordu ships to me.

“Die trying” is the proudest human thing.

Sigras
Conglomo
#11 - 2014-06-06 22:12:07 UTC
I just got visions of 10-20 of the cruiser variants flying around at 100KM popping things in one volley.

As an alternative, how about focusing on the fact that both races have damage select-ability so they could get 99% reduction in reload speed, a damage bonus to all missile damage types and 100% accurate ship scanners.

This would make for the most beastly RHML and RLML ships ever.
Kristalll
Caldari Provisions
Caldari State
#12 - 2014-06-06 22:17:27 UTC
Sigras wrote:
I just got visions of 10-20 of the cruiser variants flying around at 100KM popping things in one volley.

As an alternative, how about focusing on the fact that both races have damage select-ability so they could get 99% reduction in reload speed, a damage bonus to all missile damage types and 100% accurate ship scanners.

This would make for the most beastly RHML and RLML ships ever.


The Rapid Launcher Reload bonus (maybe 50%) could be an interesting Role Bonus to focus on, but I don't understand the ship scanner bonus.

“Die trying” is the proudest human thing.

Sigras
Conglomo
#13 - 2014-06-06 23:22:22 UTC
well the ship scanner will tell you how they're fit and with a 0 second reload you can instantly switch to the best damage type to shoot them with.

Just playing off the damage selection angle.
Kristalll
Caldari Provisions
Caldari State
#14 - 2014-06-07 00:12:07 UTC
...hmm...I get what you're saying, but it certainly seems odd. I dont think anybody would want to ship scan in combat.

“Die trying” is the proudest human thing.

Cephelange du'Krevviq
Gildinous Vangaurd
The Initiative.
#15 - 2014-06-07 00:43:28 UTC
I like where you're going with this. I support the idea of making them missile boats, for the reasons pointed out by Sniper Smith above, plus as a further (even if slight) "drawback" to them being the new meta: missile ships are not generally considered to be the best PvP hulls for reasons most folks know.

Maybe give a bonus for Caldari to flight time, and a bonus for Minmatar on TP optimal?

Role bonus would be a flat (10%?) bonus to Kinetic and Explosive missiles.

"I am a leaf on the...ah, frak it!"

Cyran Reinhard
Ministry of War
Amarr Empire
#16 - 2014-06-07 00:59:46 UTC
Cephelange du'Krevviq wrote:
I like where you're going with this. I support the idea of making them missile boats, for the reasons pointed out by Sniper Smith above, plus as a further (even if slight) "drawback" to them being the new meta: missile ships are not generally considered to be the best PvP hulls for reasons most folks know.

Maybe give a bonus for Caldari to flight time, and a bonus for Minmatar on TP optimal?

Role bonus would be a flat (10%?) bonus to Kinetic and Explosive missiles.


Those bonuses seem rather lackluster. With SOE and Mordu they really went for something unique.
Cephelange du'Krevviq
Gildinous Vangaurd
The Initiative.
#17 - 2014-06-07 01:01:45 UTC
Cyran Reinhard wrote:
Cephelange du'Krevviq wrote:
I like where you're going with this. I support the idea of making them missile boats, for the reasons pointed out by Sniper Smith above, plus as a further (even if slight) "drawback" to them being the new meta: missile ships are not generally considered to be the best PvP hulls for reasons most folks know.

Maybe give a bonus for Caldari to flight time, and a bonus for Minmatar on TP optimal?

Role bonus would be a flat (10%?) bonus to Kinetic and Explosive missiles.


Those bonuses seem rather lackluster. With SOE and Mordu they really went for something unique.


Just tossing ideas into the mix, and trying to avoid mimicking the Mordu's Legion ships.

"I am a leaf on the...ah, frak it!"

Nariya Kentaya
Ministry of War
Amarr Empire
#18 - 2014-06-07 01:22:45 UTC
Didnt look at the responses, but has seriously no one pointed out the "10% bonus to projectil optimal per level"? Even with artillery, isnt falloff generally MUCH better than optimal?
BiggestT
School of Applied Knowledge
Caldari State
#19 - 2014-06-07 01:52:51 UTC
Nariya Kentaya wrote:
Didnt look at the responses, but has seriously no one pointed out the "10% bonus to projectil optimal per level"? Even with artillery, isnt falloff generally MUCH better than optimal?


Nah optimal bonus is better for artillery.

As far as the OP is concerned, I think the alpha bonus is too dangerous. I prefer the RLML or RHLM idea, it is unique and interesting.
Cyran Reinhard
Ministry of War
Amarr Empire
#20 - 2014-06-07 02:19:02 UTC
Nariya Kentaya wrote:
Didnt look at the responses, but has seriously no one pointed out the "10% bonus to projectile optimal per level"? Even with artillery, isnt falloff generally MUCH better than optimal?


I think part of the point was that Caldari turret ships get an optimal bonus, and the skill is the Caldari skill.

Also, Optimal is ALWAYS better as Falloff is a curve of damage being lost, while optimal extends the range of a MAX damage shot.
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