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New Ship Class Idea :3

Author
Axel Greye
Unlikely Suspects
#1 - 2011-12-21 05:30:41 UTC  |  Edited by: Axel Greye
Class: Venator
Hull: Battleship
Tech 2

Role: The Venator ship class acts like a battleship sized interdictor, but focuses on the interdiction of enemy freighter and capital supply. Along side being able to fit a Warp Disruption Field Generator, the Venator can fit a unique jump drive, capable of detecting and jumping itself to any (friendly and neutral) Cynosural beacon within its jump range.
With a strong tank and firepower to boot, the venator is capable of single handedly holding up a reinforcing wave of captials, or hunting down enemy supply lines.

Note: Cannot fit Cynosural Field Generators


Example: Leopard (Minmatar Venator)
Hull: Maelstrom
Tech 2


Minmatar Battleship Skill Bonus: 5% bonus to large projectile turret rate of fire and

7.5% to Shield Boost Amount per level.

Venator Skill Bonus: 5% bonus to range of warp disruption field per level.

10% reduction in jump fuel need per level.

Note: Can Fit Venator Jump Drive and Warp disruption field generator.
Note: Cannot fit Cynosural Field Generator


Slots: 8 High / 5 Mids / 5 Lows / 2 Rigslots
5 Turret Slots / 0 Launcher Hard Points




Axel Greye wrote:
leviticus ander wrote:
it would likely be a bonus to the tank resists rather than an active tank boost.
also, could you toss together some concepts for the other 3 races?


Example: Prometheus (Gallente Venator)
Hull: Hyperion
Tech 2


Gallente Battleship Skill Bonus: 5% large hybrid weapon damage per level and 7.5% bonus to armor repair amount of armor repair systems

Venator Skill Bonus: 5% bonus to range of warp disruption field per level.

10% reduction in jump fuel need per level.

Note: Can Fit Venator Jump Drive and Warp disruption field generator.
Note: Cannot fit Cynosural Field Generator


8 Highs / 4 Mids / 6 Lows / 2 Rigslots
5 Turrets / 0 launchers



-


Example: Apostle (Amarr Venator)
Hull: Abaddon
Tech 2


Amarr Battleship Skill Bonus: 5% large Energy Turret damage per level and 5% bonus to armor resistance per level

Venator Skill Bonus: 5% bonus to range of warp disruption field per level.

10% reduction in jump fuel need per level.

Note: Can Fit Venator Jump Drive and Warp disruption field generator.
Note: Cannot fit Cynosural Field Generator


8 Highs / 3 Mids / 7 Lows / 2 Rigslots
5 Turrets / 0 launchers



-



Example: Strix (Caldari Venator)
Hull: Rokh
Tech 2


Caldari Battleship Skill Bonus: 5% bonus to Siege Launcher Rate Of Fire and 5% shield resistance per level

Venator Skill Bonus: 5% bonus to range of warp disruption field per level.

10% reduction in jump fuel need per level.

Note: Can Fit Venator Jump Drive and Warp disruption field generator.
Note: Cannot fit Cynosural Field Generator


8 Highs / 6 Mids / 4 Lows / 2 Rigslots
0 Turrets / 5 launchers
Axel Greye
Unlikely Suspects
#2 - 2011-12-21 05:32:46 UTC
basically something along those lines. =P

a Ship that can detect Cynos going up in its surrounding systems, jump iteself to them, then either kill or tackle until the fleet can warp to it traditionally.
leviticus ander
The Scope
Gallente Federation
#3 - 2011-12-21 06:53:56 UTC
it would likely be a bonus to the tank resists rather than an active tank boost.
also, could you toss together some concepts for the other 3 races?
HELLBOUNDMAN
Aliastra
Gallente Federation
#4 - 2011-12-21 07:01:54 UTC
I would say something in the lines of tanking ability similar to the rattlesnake.

However, I would say that they have fairly low dps, perhaps in the 500 dps range.

This would basically mean that they're designed to hunt down supply lines, and deter super cap fleets and actually be able to withstand heavy punishment while waiting for reinforcements.

So basically, they locate the fleet or supply line, then hold them down long enough for friendlies to warp in on them.

Perhaps with these they could introduce a passive tank ability for armor tanks.
Jask Avan
Republic Military School
Minmatar Republic
#5 - 2011-12-21 07:39:53 UTC
Expected terrible idea. Found idea that sounds good instead.
Axel Greye
Unlikely Suspects
#6 - 2011-12-21 08:16:22 UTC
HELLBOUNDMAN wrote:
I would say something in the lines of tanking ability similar to the rattlesnake.

However, I would say that they have fairly low dps, perhaps in the 500 dps range.

This would basically mean that they're designed to hunt down supply lines, and deter super cap fleets and actually be able to withstand heavy punishment while waiting for reinforcements.

So basically, they locate the fleet or supply line, then hold them down long enough for friendlies to warp in on them.

Perhaps with these they could introduce a passive tank ability for armor tanks.


Yeh that was the only issue with passive tanking I could see, in the sense that it would not hold the same for armor, it would just be buffer.
So I decided that active tank bonuses for Minmatar and Gallente, Resist Bonus for Caldari and Amarr, would be better.

but yeh, overall DPS would not be too high, it should be Easy to Survive by yourself, but Hard to Kill. encouraging fleet support and teamwork.

Maybe I would give them a maximum of 5 Turrets/Launchers and a utility high slot for a Neut or a Smartbomb.
Axel Greye
Unlikely Suspects
#7 - 2011-12-21 08:39:00 UTC  |  Edited by: Axel Greye
leviticus ander wrote:
it would likely be a bonus to the tank resists rather than an active tank boost.
also, could you toss together some concepts for the other 3 races?


Example: Prometheus (Gallente Venator)
Hull: Hyperion
Tech 2


Gallente Battleship Skill Bonus: 5% large hybrid weapon damage per level and 7.5% bonus to armor repair amount of armor repair systems

Venator Skill Bonus: 5% bonus to range of warp disruption field per level.

10% reduction in jump fuel need per level.

Note: Can Fit Venator Jump Drive and Warp disruption field generator.
Note: Cannot fit Cynosural Field Generator


8 Highs / 4 Mids / 6 Lows / 2 Rigslots
5 Turrets / 0 launchers



-


Example: Apostle (Amarr Venator)
Hull: Abaddon
Tech 2


Amarr Battleship Skill Bonus: 5% large Energy Turret damage per level and 5% bonus to armor resistance per level

Venator Skill Bonus: 5% bonus to range of warp disruption field per level.

10% reduction in jump fuel need per level.

Note: Can Fit Venator Jump Drive and Warp disruption field generator.
Note: Cannot fit Cynosural Field Generator


8 Highs / 3 Mids / 7 Lows / 2 Rigslots
5 Turrets / 0 launchers



-



Example: Strix (Caldari Venator)
Hull: Rokh
Tech 2


Caldari Battleship Skill Bonus: 5% bonus to Siege Launcher Rate Of Fire and 5% shield resistance per level

Venator Skill Bonus: 5% bonus to range of warp disruption field per level.

10% reduction in jump fuel need per level.

Note: Can Fit Venator Jump Drive and Warp disruption field generator.
Note: Cannot fit Cynosural Field Generator


8 Highs / 6 Mids / 4 Lows / 2 Rigslots
0 Turrets / 5 launchers
Messoroz
AQUILA INC
#8 - 2011-12-21 08:56:51 UTC
It shouldn't tell them where they are jumping to, so they won't be able to tell if they just jumped to a death star cyno gen.
Axel Greye
Unlikely Suspects
#9 - 2011-12-21 10:47:25 UTC
Messoroz wrote:
It shouldn't tell them where they are jumping to, so they won't be able to tell if they just jumped to a death star cyno gen.


Agreed. They should just see the Beacon Appear if its within Jump range. it can appear on overview as 'Neutral Cynosural Field Beacon'

So you can use it to Solo hunt freighters, you can use it to tackle carriers and hold them down until your gang can get to you, and likewise, you can Bait for Venators with Trap Cynos.
Axel Greye
Unlikely Suspects
#10 - 2011-12-21 12:45:05 UTC
Basically just adding another dynamic to Cyno Warfare. Hunt, Trap, Be Creative in it's use.
Pinky Denmark
The Cursed Navy
#11 - 2011-12-21 14:14:04 UTC
Who would like to blindly drop a likely to be super expensive ship into an enemy cyno?
Axel Greye
Unlikely Suspects
#12 - 2011-12-21 14:24:26 UTC
Pinky Denmark wrote:
Who would like to blindly drop a likely to be super expensive ship into an enemy cyno?
who says you have to blindly drop? you can always scout the cyno before you jump to it. it's up to the pilot to make the judgement call.
take time scouting and risk losing the target, or jump in quickly and risk a trap.

Either way eve is full of pilots who can afford to drop a billion ISK like pocket change in the pursuit of pvp, I see no difference.
Lucien Visteen
Imperial Academy
Amarr Empire
#13 - 2011-12-21 15:08:02 UTC
An interresting proposal. I haven't played mutch in that part of EVE, but it sounds intunitive and fun.

The ships hung in the sky in much the same way that bricks don't.

Onyx47
U-208
#14 - 2011-12-21 16:45:35 UTC
I... New ship idea that's actually cool? The world truly WILL end on New Year's!

Seriously, a suggestion:

Just "seeing" cynos instantly on map / in menu sounds a bit weird... Where does it get the info from? Also, about jumping blindly, yes, you can scout it, but I can light 3 cynos in system, 2 of them being a bait, take a guess...

I'm not here just to critique however, I have a solution: target painter. Well, could be a new mod to accompany the ship of course, not necessarily the existing target painter mod. But it sure does what the name advertises: paints the target for air stri... errr, jump drive. So, have an active scout find a cyno and paint the cyno ship. Venator (whatever that is, too lazy too google :P) pilot can either right click the fleet member and select "Jump to painted target", or he can jump to "Cyno painted" broadcast sent by the scout.

It's not hard to imagine every gang hoping to find a cyno while roaming somewhere sacrifice a point or a web on one or two ships to have a painter with them.

In PvP there are no winners, only losers. The trick is to be less of a loser than the guy you're shooting at.

HELLBOUNDMAN
Aliastra
Gallente Federation
#15 - 2011-12-21 17:59:36 UTC
Axel Greye wrote:
Pinky Denmark wrote:
Who would like to blindly drop a likely to be super expensive ship into an enemy cyno?
who says you have to blindly drop? you can always scout the cyno before you jump to it. it's up to the pilot to make the judgement call.
take time scouting and risk losing the target, or jump in quickly and risk a trap.

Either way eve is full of pilots who can afford to drop a billion ISK like pocket change in the pursuit of pvp, I see no difference.


Was thinking...

I think these ships should be able to drop a cyno field, but, the ship has a delay on it.
When jumping to an unfriendly cyno, it requires the computers to reconfigure themselves by hacking the signal emitted from the unfriendly cyno. However, once the jump is made the on board computers must reset to reconfigure back to their original settings, thus not allowing this ship to drop a cyno for 2 minutes.

Basically, what this ship is meant to do is track non-friendly fleets and jump in through their cyno. Once there, this ship is given a heavy tanking capability so that it can withstand as much punishement from the enemy fleet as possible until the computers have reset and it is able to drop a cyno.

Even though these ships aren't able to cloak the way that most covert ships are, they still fall under this classification due to their computers being able to covertly detect and warp to unfriendly cynos.

However, I wonder how these ships should work. I think it would be too powerful if they could simply scan for any cynos within their jump range. Perhaps a new probe could be introduced specifically for this ship that can be basically remote controlled by the pilot of this ship. He's able to control this probe and use it to travel to any system within it's jump range. Once in the system he can use the scanner on the probe to locate any cyno fields.

OR the scanner on the ship is limited to scanning for cyno's in remote systems, but is limited to a max of 5 systems at a time, and only systems within jump range.
Either way, with both of these suggestions you'll need to know generally which systems you'll be wanting to scan for. This way this ship can't just simply be used to scan, jump, and wipe out any fleet. It's gotta be a bit more complicated than that.
Michael Harari
Genos Occidere
HYDRA RELOADED
#16 - 2011-12-22 02:59:29 UTC
The tanking bonuses need to be designed around buffer tanking. If its active tank, odds are it explodes immediately against any large gang, and/or its unkillable when fighting a small group.
Gerrick Palivorn
Caldari Provisions
Caldari State
#17 - 2011-12-22 06:43:22 UTC
An inventive solution. +1

MMOs come and go, but Eve remains.  -Garresh-