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Player Features and Ideas Discussion

 
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Possible T3 concept

Author
Psyatt
#1 - 2014-11-13 04:10:23 UTC  |  Edited by: Psyatt
Did the search and found similar but not identical ideas, and mostly on inactive threads. I have no doubt this must have been bandied about, but thought I would throw my idea in with the rest.

I do not like using the word industrial, as that conveys just a hauler. A modular, battleship-sized T3 without direct-fire capability(no turrets or launchers), but still able to do damage(neut/nos/smarties/drones)... while concentrating on non-combat missions.

Call it what you will. Carebear's wet dream, wspace queen, corpb*tch, whatever. I call it a modular support ship. Feel free to think of names for subsystems, I am just spitballing an idea that may or may not have interest shown. No stats or math done. just an idea.




ORE "HIVE" Modular Support Ship - by going ORE I believe it simplifies a lot of things in regards to racial differences. ORE means Omni in this particular context. Any and all numbers are of course placeholders open to discussion.


Consists of base ship and the five subsystems. Three of each subsystem instead of four. Two Large Rig Slots 400 calibration. Would require a few(like maybe two or three) new modules in the game. More to follow on those.



Base ship - Initial values have shield and armor hp amounts even, and structure at twice that amount. Better than an average base Battleship PG and cap. Large CPU banks. 15k m3 base fleet access cargo bay. May NOT fit direct-fire weapons. No guns or missiles.



Propulsion subsystems -

Interdiction Nullifier - +1 Low slot. Same as already in game with appropriate adjustments.

Higgs Boson - +1 Low Slot. Similar to rigs with adjustments. Values climb per level.

AllDrive Upgrade - +1 Mid Slot. Small boost to warp, afterburner, microjumpdrive and mwd speed/efficiency per level.



Defensive subsystems -

Shield tank - +3 Mid Slot. 4% shield resist per level. 10% shield hp bonus.

Armor tank - +3 Low slot. 4% armor resist per level. 10% armor hp bonus.

Structure tank - +3 Low Slot. 10% structure hp bonus per level. 5% structure omni resist bonus.



Engineering subsystems -

Capacitor - +2 Mid Slot. 5% Cap capacity per level. 5% reduction in all repair module activation costs.

Power Grid - +2 Mid Slot. 5% PG capacity per level.

Covert Reconfiguration - +1 High Slot. +1 Mid Slot. Same as we know with needed adjustments.



Electronic subsystems -

Fleet Manager Upgrade - +3 High Slot. +1 Mid Slot. 5% increase in efficiency of all fleet assist/warfare link modules per level. Allows both mining and/or warfare link modules for a total of up to three.

Point Defense Upgrade - +2 High Slot. +2 Mid Slot. 10% range increase per level for Nuet, Nos, Smartbomb, ECM Burst. 20% increase in ECM Burst strength.

CPU Upgrade - +2 Mid Slot. +1 Low Slot. 5% increase in CPU per level.



Modular Mission subsystems -

Drone Bay - +1 Low Slot. +1 Mid Slot. +1 High Slot. 50 m/sec bandwidth and 50 m3 drone bay per level. Five Geckos at max.

Transport Upgrade - +3 Low Slot. 5% bonus per level to both cargo and ore holds. Includes 15k m3 combo ore/min/mat hold.

Industry Core - +2 Mid Slot. +2 High Slot. Reduces PG/CPU/Activation costs of Industry Modules by 10% per level. Allows use of Compression, Refining, Reprocessing Modules.




The Refining, Reprocessing and Compression mechanics are already in the game. Just need to do some artwork and math for the battleship-sized modules.



By using ORE, this vessel escapes the racial trap of overpowering this with any kind of ewar, lock-on, or tackle bonuses.

Combat-capable without being combat-oriented.

Made from w-space goo, so has w-space support in mind. Deep space helper without putting up a POS, or having an Orca or Rorqual tagging along drawing gankers and rolling the hole behind the gang. More cargo than a hauler, less than an Orca. More combat than an Orca, less than a "real" PvP ship. More tank than the average carebear rig, less than it takes to survive a real gang.

Tried for Swiss Army Knife.


Any constructive thoughts would be welcome. If this needs to be shuffled off to a similar thread that I missed no worries.

--
James Baboli
Warp to Pharmacy
#2 - 2014-11-13 04:44:13 UTC
So a better pipebombing ship, which can be made immune to the bubbles used to trap the prey. I like it.
Or an MJD yolo ECM burst with a ECM strength high enough to break most locks, like the scorpion should be but isn't.
Or hell, why not both at once, as these two extremely potent AOE effects are based on the same subsystem......

Also, any %/lvl bonuses to raw armor HP are far more potent than the same bonus to shields because of slaves and 1600 plates.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

wopolusa
Dire Circumstances
#3 - 2014-11-13 04:55:07 UTC
This somehow makes 4 already questionable ship classes in the game redundant at once, while amazingly still not managing to have a proper role or connection between the subsystems. So congratulations on having an idea that terrible I guess?
Psyatt
#4 - 2014-11-13 10:53:10 UTC
James Baboli wrote:
So a better pipebombing ship, which can be made immune to the bubbles used to trap the prey. I like it.
Or an MJD yolo ECM burst with a ECM strength high enough to break most locks, like the scorpion should be but isn't.
Or hell, why not both at once, as these two extremely potent AOE effects are based on the same subsystem......

Also, any %/lvl bonuses to raw armor HP are far more potent than the same bonus to shields because of slaves and 1600 plates.



Thanks for the input. It is still a very formative idea, and any numbers are up for alteration or discussion. I have neither the math skills nor the balance experience required for hard numbers. I am never married to any concept and welcome any assistance in understanding the whats whys and hows.

I purposely did not want it to have a specific role in either combat or industry, but be able to pick and choose.

A T3 Battleship sized hull and subs is not going to be cheap, so I was and am assuming that will keep it from being a yolo ship type.


Lose a T3 BS and you lose TWO types of SP at one level each.


Weaken combat stats and buff industrial stats if it needs it.