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Ships & Modules

 
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Most needed new ship?

Author
Zhilia Mann
Tide Way Out Productions
#61 - 2011-10-07 16:16:36 UTC
KFenn wrote:
Potato IQ wrote:
Absolution – Prophecy hull
Damnation – Harbinger hull

Nighthawk – Ferox hull
Vulture – Drake hull

Astarte – Brutix hull
Eon – Myrmidon hull

Sleipnir – Cyclone hull
Claymore – Hurricane hull

Attributes stay the same. Cosmetic change that effectively adds 4 new ships. Simples


The problem is, the Abso is basically a beefy Harbinger, The Nighthawk is a beefy Drake, The Sleipnir is more like an insanely tanky Hurricane. (with regards to primary weapons systems and ship bonuses)


I love his pairings for exactly that reason. Everyone associates the tier 2 hulls with pwnmobiles. Relegating them to gang boosters while letting the tier 1 hulls have some fun in actual combat is actually quite awesome.

Besides which, if anyone touched my NH or my Sleipnir I would be very seriously upset.

Oh, this is probably a good time to mention that reverting to the old Helios would also make me unspeakably happy.
Lili Lu
#62 - 2011-10-07 18:09:55 UTC  |  Edited by: Lili Lu
Zhilia Mann wrote:
KFenn wrote:
Potato IQ wrote:
Absolution – Prophecy hull
Damnation – Harbinger hull

Nighthawk – Ferox hull
Vulture – Drake hull

Astarte – Brutix hull
Eon – Myrmidon hull

Sleipnir – Cyclone hull
Claymore – Hurricane hull

Attributes stay the same. Cosmetic change that effectively adds 4 new ships. Simples


The problem is, the Abso is basically a beefy Harbinger, The Nighthawk is a beefy Drake, The Sleipnir is more like an insanely tanky Hurricane. (with regards to primary weapons systems and ship bonuses)


I love his pairings for exactly that reason. Everyone associates the tier 2 hulls with pwnmobiles. Relegating them to gang boosters while letting the tier 1 hulls have some fun in actual combat is actually quite awesome.

Besides which, if anyone touched my NH or my Sleipnir I would be very seriously upset.

Oh, this is probably a good time to mention that reverting to the old Helios would also make me unspeakably happy.


There are some minor conceptual problems with reskinning some of the command ships with tier II BCs. The Sleipnir-Cane would become an active shield tanker. NBD but still sorta odd.

Regardless, I am another vote for fix/balance what is already in the game. Tech I frigates, cruisers, and BCs could lose the tiers and gain specialties to make them all worth flying. The game has changed so much since the beginning. It used to be a big deal to train each level of those ships skills. Now it has become easy. There simply is no reason for having gimped lower tiers in those ship classes.

Specialties in those ships might reduce the rush to BC as well. I have seen too many of these threads which turn out to just be Tech II /Faction Draek caek please threads. Ugh Puke.

Black ops need a buff in range maybe. Command ships and HACs need to be buffed or Tech III slightly nerfed to give them a place in the game again. Or, at least changing the command links to only operate on grid (that would please me to no end being a maxed command skills and Damnation and Claymore pilot which took a helll of a lot more training than the rank 1 tech III subsystem skillsUgh). Capitals and Super Capitals need rework desperately.

The only new ships that might make sense would be some exploration ship class (preferably this could also be done through reworking tiers on frigs, cruisers, and BCs. Alternately, another hauling ship with a ship maitenance bay that can carry a BS or two. Lastly the only other new ship introduction would be another tier/tech of cap ships that would spur people to train long level 5s in those skills, as long as it didn't result simply in more power creep Straight

edit- as to the Helios hull, it has grown on me. It looks like a rubber ducky.P A better adjustment to it would be to give it 3 highs and 4 mids imo instead of the present 2h/5m/3lows.
Jenn aSide
Soul Machines
The Initiative.
#63 - 2011-10-07 18:13:24 UTC
Faction Battlecruisers and Destoyers

Super-Dreadnaughts (so i can buy one and name it the Honor Harrington lol)

Tech 3 frigs

Tech2 Teir 1 battleship sized hull called "Escort Carriers" so i can launch some fighters from Tech2 Domi in Empire :) (yea right, that will happen).
kyrv
State Protectorate
Caldari State
#64 - 2011-10-07 18:32:59 UTC
A battlecapsule with nullifier or something which transforms into something greater an amulganation of agility speed inertia and lack of all that sense for powa! or tank or something with ion beams! improved missile projectiles.Shocked
Jade Imp
Possibly Partisans
#65 - 2011-10-07 20:43:10 UTC
Somthing I have always thought we needed was a destroyer hull that would operate like the destroyer escorts of WW2. Sub hunters. They would have a new module based off the bubble launcher that would be a decloaker with a range of 15/20 km. They would also get a modified probe launcher that would get them on grid with a cloaked target and at all lvl 5s (have 2 or 3 skills that affect this launcher/probe) get them within 30km of a cloaked target. They would still need to drop their probes to decloak the target and if said target was accually active they could easily get away.

Granted this looks and probably is a massive anti-cloakyfag whine. Though historicly I have been one of those that are on the side of "cloakyfagging is part of the game, run around with escorts in 0.0 or goto another system etc."

Of course this thing shouldn't be as strong as it's interdictor counterpart (too many electronics in the hull or somthing).

Needs alot of thinking through but I do think it is somthing that this game could use.
Jennifer Starling
Imperial Navy Forum Patrol
#66 - 2011-10-08 08:00:14 UTC
Did anyone already mention the T2 Battlecruisers with Citadel Torpedoes?

A bit like stealth bombers - but against Capitals instead of Battleships.
Would be a nice and unique role for the T2 version of the current tier 2 battlecruiser hulls.
It would also give new players a shorter route to meaningful engaging in sov warfare.
Songbird
#67 - 2011-10-09 13:09:19 UTC
I think the most popular hull type is BC, it offers a nice combination of EHP, price, tracking, dps and dps projection and also speed(well sometimes it offers speed) that makes it so good

There's 6 frigate hulls (per race) , 4 cruisers(+ strategic), 3 BS but only 2 BC. As far as pirate hulls go there's no BC's there and that's a missed opportunity right there.

I think a new hull per race(and possibly a t3 hull) + a pirate BC would set eve afire. Just don't make the angel one too OP :P
Sebastian N Cain
Aliastra
Gallente Federation
#68 - 2011-10-09 17:29:03 UTC
Clearly we need T3-Supercarriers, because supercarriers are not overpowered enough, we need to go completely over the topTwisted

I got lost in thought... it was unfamiliar territory.

Kellyl
Integrity.
#69 - 2011-10-09 19:42:46 UTC
Jade Imp wrote:
Somthing I have always thought we needed was a destroyer hull that would operate like the destroyer escorts of WW2. Sub hunters. They would have a new module based off the bubble launcher that would be a decloaker with a range of 15/20 km. They would also get a modified probe launcher that would get them on grid with a cloaked target and at all lvl 5s (have 2 or 3 skills that affect this launcher/probe) get them within 30km of a cloaked target. They would still need to drop their probes to decloak the target and if said target was accually active they could easily get away.

Granted this looks and probably is a massive anti-cloakyfag whine. Though historicly I have been one of those that are on the side of "cloakyfagging is part of the game, run around with escorts in 0.0 or goto another system etc."

Of course this thing shouldn't be as strong as it's interdictor counterpart (too many electronics in the hull or somthing).

Needs alot of thinking through but I do think it is somthing that this game could use.


This.

T2 dessies that can decloak ships within 20km.

It would NOT break cloak tactics, as anyone with a clue would covops warp to a new spot when they turn up near by.

It would however, be a counter to afk cloakers, wch isn't a bad thing imo.
Tasiv Deka
Royal Amarr Institute
Amarr Empire
#70 - 2011-10-09 21:14:18 UTC
Sebastian N Cain wrote:
Clearly we need T3-Supercarriers, because supercarriers are not overpowered enough, we need to go completely over the topTwisted

totally ive seen videos of them on youtube and they just make me go "What thats all it can do"

Oh, Do go on... no seriously ive got nothing better to do then listen to all the petty arguments and feeble trolling attempts... 

The sad thing is i'm not sure if i'm telling the truth.

Dors Venabily
United Starbase Systems
#71 - 2011-10-09 21:46:43 UTC
Cipher Jones wrote:
Quote:
In keeping with the 'roles over ships' point;

The above fix is unnecessary and manually firing defenders has been the foremost reason (imo) no one ever uses them as it is a contradiction to how all other missiles work (in game). If a ship can fit a missile launcher, it can load defenders, that should not be changed. What should be changed is that defenders become autofiring, using the ship's maximum targeting distance (including skills/mods), the ship's signature resolution (including skills/mods) to dictate the time to auto lock-on, but the missile's maximum possible travel distance (including skills/mods/ship bonuses) to determine when the missile launcher filled with defenders begins to fire at incomming missiles. This means that every race can have multiple ships/ships classes available as a dedicated missile defense boat if they so chose.


Watching a falcon and 2 Caracal Navy Issues nullify an entire drake blob would be fun. Epic lulz for sure. Which is why it won't happen. A true catch 22.


It would not the drakes would just un group their launchers and swarm space with individual missiles.

Problem is this would Kill the server most likely.
Nak hak
#72 - 2011-10-09 22:14:31 UTC
Lol

Space Party Boats, Space Yachts, and Space Cruise Ships for space doll fun.

It's about freedom.

Best Regards, Nak hak

Sai Phone'kopai
The Fraternal Order of Bumfuzzled Rapscallions
#73 - 2011-10-10 16:10:00 UTC

While everybody has their favorite new ship and some of the suggestions fill valid holes in capability or ship-role, the point is that it’s all about ship-role – why can almost every ship utilize almost every module? This kills ship-role, this is the reason there are so many useless ships – because almost any ship can do almost any role. You want to use EW? Then make it so that the ONLY ship that can fit an EW module is the EAF. You want to disrupt the tracking of your opponent, make it so that only 1 specific ship can fit that module. You want more one specific capability in your fleet? Train and fly more of that ship-role. Why have both an Interdictor and a Heavy Interdictor? You want more Interdiction power? Then make the Heavy Interdictor a T2 variant with a SIGNIFICANT increase in capability and module training requirements so that it doesn’t just make the destroyer Interdictor obsolete. And this doesn’t have to be some massive software change – instead of fiddling with cpu/power requirements just make it a simple yes/no module-x can only be fit on ship-y. OBTW, do it client-side so you don’t have to continually pass massive lists between client-server.

Consider the following scenario: since you can’t get rid of jump freighters because you’d really upset to many people – introduce freighter convoys with dedicated escorts of different roles (same current prices & training) – but tweek both the modules and the ship-roles. EW only on EAF but EW is ‘bubble’ vice targeted + (diff ship) bubble de-cloaker module + (diff ship) bubble automatic target & shoot defensive shooter (agree with turrets vice missiles for lag reasons). With the right tactics I could even see such a fleet making it through a gate camp with only a few losses.

The point is: take every module, including weapons, and make it specific to only 1 ship per race. You want both a short-range BS and a long-range BS in your fleet – then you need two different hulls.

Now drop the other shoe and make skills have a shelf-live, i.e. they degrade over time if you don’t use them. Haven’t flown a hulk or used strip miners in more than a year? Then you lose a level of training down to a minimum of 1 or 2. Don’t like that? Then make it so you have to go through refresher training before you can use them again at all regardless of level currently trained. The impact is that pilots would tend to specialize in certain skills, i.e. ship-roles. And the impact of that is that if you want a well rounded fleet, you need a much larger variety of role specific ship hulls. In RL a bomber pilot doesn’t jump into a fighter or a hauler doesn’t jump into an EW fighter, dang even a fighter pilot seldom jumps into an EW fighter – so why is it possible to do all those things in EVE?

If you’re really going to be extreme, give each race 1 capability that all of the other races can just barely compensate for. If Gallente specialize in drones then you better have a boatload of smart-bombs because that’s just about the ONLY thing that will stop them, you just can’t shoot them down any more – and smart-bombs only affect drones so you can use them in high-sec. If Minmatar specialize in speed, then they can generally speed tank virtually everything, including drones. Ditto Amarr and Caldari.
Desudes
The Scope
Gallente Federation
#74 - 2011-10-11 02:28:13 UTC
Make Gallente command ships worth training for? D: Do something with the Diemost? D:

In essence: take all the ships that nobody flies much and make them useful. Trying to fit all new roles and ships in when you've got broken ones laying about seems odd.

Excuse me, but what the f*ck are you desu?