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Idea for Making Jove Ships Playable

First post
Author
Doom Razr
RazrKorp
#1 - 2012-06-29 04:09:53 UTC
As of now, Jove ships are not able to be flown by the capsuleers of New Eden. I have an idea of how CCP could introduce them as playable ships.

First off, make them faction ships, in their own category since they can't really be classified as a pirate faction.

Since the Jove ships are so technologically advanced and powerful, they can only be flown by going through a lot of training.

Prerequisites for Specter frigate
-Level 3 in Amarr, Caldari, Gallente and Minmatar frigate

Prerequisites for Wraith frigate
- Level 3 in Amarr, Caldari, Gallente, and Minmatar frigate

Prerequisites for Phantom cruiser
-Level 3 in Amarr, Caldari, Gallente, and Minmatar cruiser

Prerequisites for Eidolon battleship
-Level 3 in Amarr, Caldari, Gallente, and Minmatar battleship

Each ship will get bonuses from each faction's skill, which is what makes them better than normal factional ships.

I was also thinking that the only turrets they could fit would be new T3 Lasers. And that the T3 lasers could only be fit to Jove ships. But I'm not really sure that would be practical.

As for storyline reasons for releasing their ships for sale, I was thinking this:
-There is promising new research that could cure the Jovian Disease, but is so immensely expensive that they had to.

Well that's it, I would be really interested to see what everyone else thinks about this.
Fly safe and thank you for reading!
Kisogo Magellin
Kostura RnD
#2 - 2012-06-29 05:18:53 UTC  |  Edited by: Kisogo Magellin
No. Just no.

There are many reasons why this won't work, for one, in lore, Jovian ships are supposed to be ******** powerful. You've proposed the ability to fly ships that could, in a small fleet, outclass ANYTHING, for less training time than any T3. Not to mention the blueprints that would need to be added, materials, components, skill books etc, etc, etc.

._.

IIshira
School of Applied Knowledge
Caldari State
#3 - 2012-06-29 06:19:11 UTC
The requirements to have three racial ship skill to level 3 isn't really that hard. Current faction ships already require two.

Even if you made it a requirement to have all four racial ship skills to 5 the fact would remain they would be OP.

Jove ships are far more powerful than anything else. The Jove frigate would win a one on one fight with any ship. To make them playable you would have to uber nerf the ships. This would be an insult to the Jove race!
Jacob Holland
Weyland-Vulcan Industries
#4 - 2012-06-29 07:37:41 UTC
Kisogo Magellin wrote:
There are many reasons why this won't work, for one, in lore, Jovian ships are supposed to be ******** powerful. You've proposed the ability to fly ships that could, in a small fleet, outclass ANYTHING, for less training time than any T3. Not to mention the blueprints that would need to be added, materials, components, skill books etc, etc, etc.

There used to be a note on the tech levels on the old eve-o site which listed the Jove as working at Tech 4.
What Tech 4 actually means is something we have yet to discover but it is a falacy to suggest that just because they are more advanced than the Empires they are " ******** powerful" or imply that their tech will (or should) always be beyond us.

The Amarr have the most advanced weapon systems among the Empires - but tactics and the terrain of capsuleer operations make the least advanced far preferable in most situations.
StoneCold
Decadence.
RAZOR Alliance
#5 - 2012-06-29 07:54:17 UTC
Just make Clones not working in jove ships.
Risk = reward.
Miles Parabellum
Core Collapse Inc
#6 - 2012-06-29 08:01:08 UTC
Cool suggestion, StoneCold.
Also, I would have expected better stats from Jovian ships...
Crellion
Nano Rhinos
PURPLE HELMETED WARRIORS
#7 - 2012-06-29 08:18:17 UTC
Jacob Holland wrote:
Kisogo Magellin wrote:
There are many reasons why this won't work, for one, in lore, Jovian ships are supposed to be ******** powerful. You've proposed the ability to fly ships that could, in a small fleet, outclass ANYTHING, for less training time than any T3. Not to mention the blueprints that would need to be added, materials, components, skill books etc, etc, etc.

There used to be a note on the tech levels on the old eve-o site which listed the Jove as working at Tech 4.
What Tech 4 actually means is something we have yet to discover but it is a falacy to suggest that just because they are more advanced than the Empires they are " ******** powerful" or imply that their tech will (or should) always be beyond us.

The Amarr have the most advanced weapon systems among the Empires - but tactics and the terrain of capsuleer operations make the least advanced far preferable in most situations.


Back in the day I remember a screenie of a dev in his Jove frig and it has 8 hihs 8 mids 8 lows... I call that a good start on the road to pverpowerdness for a frig hull...
Rip Marley
MANPENIS
#8 - 2012-06-29 08:21:20 UTC
Jovian ships compared to the rest of EvE is like comparing the modern US Navy to the Spanish Armada.
Maeltstome
Ten Thousand Days
#9 - 2012-06-29 11:58:14 UTC
Jove ships arent needed adn dont havea role. They are there as part of the lore.
nahjustwarpin
SUPER DUPER SPACE TRUCKS
#10 - 2012-06-29 13:11:15 UTC
cool story but no

armor vs shield and generally ship rebalancing is what we need in first place
Alara IonStorm
#11 - 2012-06-29 15:43:39 UTC  |  Edited by: Alara IonStorm
There isn't much describing how powerful the Jove are. I don't think they are so tough anymore.

Excerpts about the Battle of Vak'Atioth wrote:
Forewarned, the Jove were able to meet the Amarr fleet with a perfect counter. The Amarr fleet was composed mostly of battleships and heavier cruisers. Its support was light, leaving the fleet sluggish and unguarded.

The Amarrians did not expect this. Their rigid command structure inhibiting communications, they did not realize what was happening. Lack of coherence and interoperability in the fleet meant that they could not cope with the sudden appearance of this unseen terror.

The entire battle lasted just under six hours and ended with the majority of the Amarr ships lost, while the Jove had lost only a third of their vessels.


They can be cut and they can bleed.

This all happened before the Minmatar Rebellion. So with T2 Weapons, T2 Ships like the Zealot and Guardian, Rigs and even T3 Warships and Supercapitals one have to ask how would the very small nation of the Jove hold up against a frontal assault.

T1 Fit Apocalypses and Mallers were used with little support. So how would a fight go against T2 and Faction Fit AHAC Zealots or Legions or T2 Fit Abaddons and Oracles. Fleets supported by Guardians and Archons providing repair. Stealth Purifier Bombing runs and Curses targeting support ships. It was a surprise that there Supercapital could pop T1 unrigged beam Apocs with 30 Tacklers on it at the time but Avatars can do that now with lots of Tackle on them easily. Amarr Empire has a lot of Avatars (See Coronation Video.) Jove is a very small nation by comparison.

T1 fit un-rigged Mallers and Apocs with little support. There isn't much today in the Amarr Fleet line-up that couldn't crush that fleet with little to no effort.

I don't think they are so tough anymore. Especially with that disease sapping there will and there continually shrinking numbers. Joves seem to be mostly reputation and little real bite.
PotatoOverdose
School of Applied Knowledge
Caldari State
#12 - 2012-06-29 16:35:34 UTC
StoneCold wrote:
Just make Clones not working in jove ships.
Risk = reward.

This would be interesting. Introduce Jove ships, if you die in a jove ship, permadeath.
Bugsy VanHalen
Society of lost Souls
#13 - 2012-06-29 17:41:03 UTC
the only place for jovian ships in EVE is when they are piloted by developers.
Like way back in Everquest when a GM would spawn into the game to investigate a situation or griever. they would would spawn with some tricked out gear that made them invulnerable and could one shot anyone in game.
That is what Jove ships would be according to lore,and the only place for that is with a GM or dev flying it.
Would be cool if we actually saw this more often. I have heard of it on occasion but if the Jove race was actually seen in EVE on occasion under the direct control of developers I think it would be cool rare content.
Bill Serkoff2
Tachyon Technology
#14 - 2012-06-29 20:02:27 UTC
PotatoOverdose wrote:
StoneCold wrote:
Just make Clones not working in jove ships.
Risk = reward.

This would be interesting. Introduce Jove ships, if you die in a jove ship, permadeath.

This idea would be so gamebreakingly awesome. And gankbait tears.

"The Cyclone and the Drake are two ships which will basically never be good for shield tanking, primarily because they have almost no lowslots in addition to shield tanking bonuses. " -Iam Widdershins

IIshira
School of Applied Knowledge
Caldari State
#15 - 2012-06-29 20:10:29 UTC
Bill Serkoff2 wrote:
PotatoOverdose wrote:
StoneCold wrote:
Just make Clones not working in jove ships.
Risk = reward.

This would be interesting. Introduce Jove ships, if you die in a jove ship, permadeath.

This idea would be so gamebreakingly awesome. And gankbait tears.


Not only lose your pod but your pilot would be sent to biomass. Game over... You lost!
Venri Zod
Brutor Tribe
Minmatar Republic
#16 - 2012-06-29 21:07:53 UTC
That would be so cool, like Jedi in the old SWG. Uber powerful but dead is dead.
Unimaginative Guy
Dutch Squad
#17 - 2012-06-30 00:47:03 UTC
Make it so when you die you lose a Chunk of your SP, as in 1-8m lol.
Oh and no ejecting, when the ship blows you blow up.
ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#18 - 2012-06-30 02:09:01 UTC
I'm fairly certain that the Jove are so xenophobic that the only way to get a Jove ship is to steal one. And good luck getting into their systems.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#19 - 2012-06-30 09:54:27 UTC
All these idea have been suggested before, ie the Jove = no clone, and the Jove ship = faction ship using 4 racial skills.

If they were implemented, I would make them extremely rare - X BPCs are seeded in hard to scan plexes throughout lowsec.
Y BPCs are awarded as part of a tournament - like the really rare special issue ships (silver magnate, Adresitia, etc).

Each *year* CCP checks how many of each Jove ship type remains in the game. Of 10 Jove ships were destroyed in the last year, then CCP seeds 10 new Jove ships.

Thus the number of Jove ships in the game remains roughy fixed, and never exceeds a small number (much like BPOs)

Or
"Hardcore" character mode, no clones - you can start your toon as a member of the jove race, and you start in Jove space.
Jove space has its own 0.0, high sec, and low sec regions.
There would be temporary WHs in Jove low sec leading to c5 WH space, which could then lead to empire space - so it wouldn't be just two separate games
The Jove Frigate skillbook is not sold *Anywhere*, so you can't fly a jove ship unless you started as Jove with lvl 1 already trained (and jove cruiser, will require jove frigate, jove BS requires jove cruiser, etc). You could get Jove hulls into Empire high sec, but only Jove pilots could fly them.
We'd also need some starting skill to restrict Jove modules (I'm thinking Jove navy lasers, that are like faction versions of T2 lasers, Jove Navy Scorch that lasts 4000 shots exactly, and does 15% more damae than Normal Scorch, Jove Navy T1 crstals would do +25% damge, or maybe just +20% and last 8000 shots - also some Jove Drones dealing omni damage)

Perhaps if no clone is a bit too harsh, you could have a "successor/apprentice".
Ie a clone of you, but one you can't transfer your mind to (insert BS about Jove disease), instead, you get 1 (or more, or less) "successor" that has its own training queue that replicates your main queue.
If you die, the successor takes over, and a new successor starts training.
If you die 2 times in one day, you are stuck with a successor who just started training that day, ie, you are back to square one...

If you go 3 years without dying, and then die, you're successor who has been training those 3 years takes over, and you lose no skillpoints.. and a new successor starts training. If a month later, you die again, that successor which has only been training for 1 month takes over... you are now left with the SP of a 1 month old toon (but the assets of a 3 year old toon). A new successor starts training. If you die the next day, your 1 day old successor takes over... you have 1 days worth of SP.

Perhaps you could have multiple "successors" based on skill, and each one costs a monthly ISK fee to support.
You would also need to buy implants for your successors if you want them to train as fast as your main.





As to what the Jove ships would be...
If seeded as BPC available usable by al toons,In my idea Jove ship would be sort of a T2 pirate faction ship.

Jove Combat Frigate (Wraith):
Requires and gets bonuses from the Interceptor and assault frigate skills
It also receives bonuses from all 4 racial frigate skills

Jove Covert Freigate (Specter):
Requires and gets bonuses from the Stealth Bomber and covert ops skills
It also receives bonuses from all 4 racial frigate skills


... and so on


As for its stats for hull/armor/shield/Speed/Capacitor
Make them all 10% higher than the highest stat that a Min/Cal/Gal/Amarr corresponding T2 ships have.
Then give it low slots equal ot the highest number of lows for any other races corresponding T2 ships have.
Resists = the highest resist for each damage type of the corresponding Min/Cal/Gal/Amarr resists.

To all jove ships, give them half the highest turret and missile launcher number for another races corresponding ship, then give then a +100% bonus to energy and hybrid turret damage, as on Sansha ships, +100% missile damge bonus

Generically:

Minmatar: turret tracking
Caldari: shield resist
Amar: turret damage
Gallente: drone damage and HP bonus
Although I'm thinking maybe there should be 2 bonuses for each racial skill, so amarr can give armor resist as well, and caldari can give missile damage as well, so you can shield or armor tank jove boats, and you can have them be laser or turret boats



Alternately, if you must start as jove, then they simply require the Jove "ship class" skill level, but get 4 bonuses from that skill instead of 2 like other races do
Boomhaur
#20 - 2012-06-30 20:53:21 UTC
If I remember correctly I've seen a Jove ship in game, so it is playable. Just not by us, I believe it was a Jove Frigate piloted by a GM.

Welcome to Eve. Everyone here is an Evil Sick Sadistic Bastard who is out to get you. Anyone who tells you otherwise is either trying to scam you or use you.

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