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[Ship] Industrial Tender classes

Author
Deena Amaj
Native Freshfood
Minmatar Republic
#1 - 2012-07-30 02:18:15 UTC  |  Edited by: Deena Amaj
This suggestion is more of a conceptual introduction of another ship class bracket as well as cloning a few hulls so that the current ones are not "deleted/removed/changed".

I’ll try to add the quick read stuff first in the OP.


Although in this case, industrial ships will be getting a lot of attention in the upcoming patches, so here is a rather extreme take on bizarre ideas.

This one might (I lied, it will) be more mind-bogging than current new-ship-ideas around here.. I am well aware the content here is quite “Will never happen”, but I post it so that maybe some of it could be implemented on a much smaller scale.

The modules alone should be worthwhile enough to check out, of which could be interesting for the current industrial ships alone. However, I have a lot of explaining to do, so it could take a while.


// I might make a separate thread for the modules, but just for this example, it should be enough.


Just remember, while I will be talking big about things, the Industrial ship will still be vulnerable as a sitting duck. Just that it should be able to shoot back or have some abilities to do while going down fighting.

And most of its abilities, while rewarding and enhancing, are tied to penalties and are still to be as on a “T1-magnitude”. Nothing is to be Uber/Overpowered; but the versatility shall be quite effective here, though.

Yet, just like with today’s un-patched industrials -> Get caught without buddies due to being a slowpoke, you die (just not that fast).



All (newly) suggested industrial ships/barges are to be restricted of using all sorts of healing mods: (Ancillary) Shield Boosters, Armor Repairers, Armor Plates, Shield Extenders, Reactive Shield/Armor Hardeners, Strutural HP stuff etc.

// perhaps even “- 75% to ‘received heals’”; due to nanobots having troubles detecting and sealing holes too large.


-- this is to ensure they only have their eHP bar, that’s it. The only fastest way to rep it is at stations.[/b]
I wish this to be a ruleset for the sake of balancing .

*****


So.

New Ship Classes/Revamps
(randomly suggested names, one should be fitting. Would be cool if the name would change appropriately as the player puts on modules - but that would be too complicated) [/b]
.
+ Auxiliary vessels
Easiest term - As opposed to “industrial ships”; with a lot more gang/fleet oriented features.
+ Industrial Tenders
+ (Industrial) Auxiliary Command Vessel


What is this?


Giving more sense to the term “vessel”, industrial ships and possibly barges are to become more than just victimized mining and ships with big cargo bays.

Imagine the current T1 industrial ships, but with more HP and a wide spectrum of Hi/med/lowslot modules that feature various unique abilities and support for COMBAT FLEETS/Gangs as well as defensive and other semi-offensive measures; from fortification-modules in style of “Siege mode” to Ganglink-style support modules as well as capabilities of attaching larger turrets - the list can go on.

While I doubt CCP is willing to introduce T1 subsystems, one could imagine a row of subsystems in form of modules - each bringing trade-ins of bonuses and penalties; making one’s industrial ship something to consider for a fleet.
Keeping the magnitude on a T1-scale, a player in such an industrial auxiliary vessel (basically an Industrial ship with the new distinct modules) could become quite unpredictable. They are still vulnerable but will not explode the second they are tackled - well, the player has to hope their gang keeps them alive, but the player can help them with that task. Their variable choices shall give them chances to help succeed the day despite being “carebears who accidently the Industrial tree”.
(but I don’t even…!)


On the other hand, we can keep this simple by using the existing industrial ships/barges as they are:

a) already in sight of CCP for love patch along with getting more eHP

b) The variety of existing hulls allows us to give cool distinct aspects/bonuses to each hull. This may suck for Gallente’s Iteron series as they are “just getting longer” with each mark - but this could explain their capacity for fielding larger bandwidths of drones for their allies for instance.


Quick Facts and Info


Industrial Ships and their T2 variant, ”Transporter Ships” as possibly as well as the mining Barges currently have no use in a fleet other than either being part of a mining fleet or simply transporting things from A to B. Aside to this, the T1 variants (and even the T2 ones) are still considerably vulnerable.

After hearing CCP’s intention of making these ships a lot more resilient in upcoming patches as well as the occasional bait-fits featuring a lot of EWAR/buffer HP at times, I came up with the idea of letting these ships actually step up a bit more into the battlefield.

Industrial players could rejoice and help their alliance/corp even though they “are not real combat pilots”.

If these “makeshift fleet-industrial vessels” should come as a secondary class in the family, then Industrial ships should nonetheless still be able to use several of the suggested modules; leaving it to the player if he or she wants to have some more defenses for their Industrial ship alone.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#2 - 2012-07-30 02:21:27 UTC
Why a new ship class - This piece of -- I don’t even!?


A new and unusual way of introducing a vessel that never really sees the battlefield to begin with -- or at least a live battle between two factions in 0.0 without blowing up the second it is targeted.
Being a fan of specific ships, I am an even greater fan of unorthodox things. Now there have been a lot of “bait industrial” moments throughout the years of EVE, but I loved the moment at one of the Alliance Tournaments when an EWAR-Badger was on the field; most likely due to its massive number of medslots.


This idea along with ship classes and modules is to give you and us players a chance to help out on the field with unusual modules and fittings that are not as straight-forward as fitting your favorite Heavy Assault Cruiser or other combat-orientated ship.

W-Won’t this make other ships OBSLETE?



No. This starts with the fact that you are in an industrial ship that doesn’t die instantly. You would be vulnerable yourself, yet you will have enough HP to hold out the heat until (and if) you get help - or die in fire.
While you might be able to cause damage, your main goal is to be

+ an auxiliary command vessel (but without the massive tank, mobility and dps power like Command Ships…)
well, you do have your base bunch of HP though - keeping you alive for the time being as you get pummeled. You can take heat and beating but if no help comes, you could be a goner. You still have a variety of red buttons and semi-“OH SHIIII-!” buttons.

+ being unpredictable as you are versatile opportunities in fitting makes it hard to assume how you really are until your ship is destroyed and written on a killmail.

+ being a fortifiable/siege-style vessel; activating fuel or cap-consuming “modes, crew doctrines, profiles and emergencies” profiles to give you temporary aspects to support your cause.

+ other gimmicks



Remember, while it may have naked-battleship’esque eHP, say around 30k total, it cannot heal itself due to the mentioned restrictions as well as receiving only 1/4 th of heals from Logistics Ships/Remote Reppers. You are more cumbersome than battleships.

However, you are a great sidekick in a gang. Fortification-mods can help you assume a defensive stance, giving you range bonuses etc.


Battleships and other ships still deal a LOT more DPS and can tank much better. You on the other hand have unique mods that are pretty much unpredictable (even if one were to develop cookie cutter fits).

There may be modules to “Bunker-in/Brace for Impact!” that could temporarily raise survivability, but like an Ancillary Shield Booster


Food chain stuff - Who can kill this?



Basically all ships can and are a threat. Any ship, should be a close-range or long range, can and will be a threat. The only difference between now and how I’d imagine it is that a single foe would need some time to kill you off. The Industrial Vessel is a chubby target - but if fit carefully, it just might also have some defenses to survive until help arrives.


It is probably too hard to be roaming around alone, but in secure 0.0 alliance areas, you just might be able to patrol around without many issues. However, you are still a BIG target due to your signature radius.


♪Industrial Auxiliary Command Vessel - So what is this ship good for in cases of big fleet fights?



Well, with the wide spectrum of significant modules, you can for instance use a few of your modes to raise your defenses to a point that you can actually swallow damage as you close in the enemy fleet - for a limited time that is and if you actually fitted it in that manner. Propulsion-buff mods could further give you that burst of speed to enter the fray like brave battleships would.

Other opportunities would include siege-mode style mods that penalize your velocity, tracking speed and other aspects, but gives you range or even the rate of fire to your offensive weapons - many other things and much more.
At first, the basic selection of weapons would be narrowed down to small turrets/missile bays only, but with a specific passive mod, you could achieve -95% to fitting Medium or Large Turrets.


Other modules would improve your rate of fire on bays that have fitted FoF missiles (with a minor trade-in penalty). There are too many modules to explain that I’d need a separate thread (which should be done before I post this bizarre idea).

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#3 - 2012-07-30 02:21:59 UTC
Aspects of the this vessel


General aspects
To have a 30k ‘ish base eHP; only modifiable by specific exclusive industrial-ship-only modules.

Bonuses
Already mentioned in various spots, but here is an example of specific special Industrial-ship modules. There has to be an intelligent system behind this so that not all can be activated at once. One has to still make sure they have the right ammo (aka Fuel) for the specific module.

++ “Crew: Man the guns/FIRE FIRE FIRE!” // uses cap.
Crew-specific modules feature more or less offensively-themed enhancements to the vessel - but always come with penalties.
Bonus to rate of fire of turrets/missile bays. Penalty to Tracking speed/explosion radius.

++ “Emergency: All Decks - Brace for Impact!” // uses fuel.
Temporary “turtle” mode that raises resistances similar to hardeners, but is limited in magnitude. Best used when under heavy fire or a stealth bomber’s bomb is inbound.
Like siege-sort of modules, this module applies a serious movement speed penalty, making it become a mere brick in space.
++ “Emergency: Full speed ahead!” // uses fuel
Bonus to velocity as well as afterburner and acceleration. This is to be one of the few “OH SHIIII--“ buttons to get to the gate if you land on an interdictor’s bubble. However, it won’t save you if they follow you to the other side and you have no help.

++ “Profile: Cruise” //uses cap (this is a module too ;D)
This is pretty much your “Condition Green” setting. A module that runs on a 2 minute cycle. During this time, the cruise receives a slight agility and mobility, allowing you to align a bit faster. However, during this mode, you will receive a penalty to resistences, lowering your base eHP notably.
Be careful not to get jumped by surprises.

Those are just very rough examples.



Famous last words


I’ll skip this one.
But yeah, basically this is just an attempt to see an unusual ships on the field.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#4 - 2012-07-30 02:22:45 UTC
Some lousy lore attempt here… *ahem*



Industrialists and corporations throughout of New Eden have become fed up being victims to various pirate factions and have begun patenting new attributes to their massive industrial ships as wars continue to call the miners and industrialists for their everlasting support.


But as numbers dwindle throughout the torrents of war and the front lines closed in their 0.0 homes, the Industrialists were more and more forced to act. Researchers, Macguyverists and duct-tape experts entered stressful
weeks of finding solutions as time was running out.


Thus, new auxiliary support vessel classes with major modular capacities and doctrines were christened. Command nodes and others CIC-related features were welded into the vast and spacious stomachs of the industrial ships. Industrial and civil crewmen were indoctrinated to stressful drills and day-and-night training.


Damaged and hulking weapon arrays were obscurely-implanted to the hulls and the powergrid by makeshift-modules to prevent them from frying the conduits. Although requiring to engage a slower pace, the navigational crew was drilled to aligning the broadsides or other arcs respectively to decoy target.


The deep space station soon to be abandoned found to be abundant of materials to plaster and reinforce the skins of the industrial ships. While the vessels now had more mass and inertia to deal with, all engineers were believed in their beloved drives and the spirit of their respective vessels.


Grudges and the festering of doubts grew as the final day came. There were so many bizarre ideas fledged into various industrial ships that one could easily believe their creators had been using Test Bongs and boosters to stay awake whilst their minds being struck by the wildest of all ideas. Despite the madness of the desperate researchers and inverse-reverse engineers, even the greatest of skeptics was confronted with the saying of a Sebiestra welder:
Even the worst and most stupidest of suggested ideas works in the end… then it ain’t stupid


With the last fleet of their alliance failing, it was time to stand their ground and the once civil industrialists dispatched. The enemy fleets were widely amused when their Directional Scanners and scouts told them a gang of industrial ships were heading their way into the fray.


But the underestimation proved to cost them a major victory as these unusual industrial ships were neither as fragile nor as predictable despite assuming they were bait ; buying the failing alliance another day to retreat.
Though forced to enter months of rationing and famine, most of the vessels survived their way back to empire space.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#5 - 2012-07-30 02:27:00 UTC
Remember, it is the mix that makes the fun. It highly depends if one wants to just have ONE ship class, that being the “Industrial Ships/Barges” having access to these curiously-interesting aspects and mods or have it split across some two or three separate classes.
This could be too much of a headache so 1) is probably the way to go for now.

1) Original Industrials/Barges with access to all new aspects and stuff - saves us from headaches of new ship names etc_
++ Current Industrial Ships/Barges to receive more beef HP (CCP is working on this) - nevertheless, the modules shall be applicable to the current roster of industrial ships and barges.

2) Secondary Roles - Headaches incoming_
++ Industrial Tender, cloned hulls of the T1 industrial ships and barges, but with more combat orientated. With more aspects for supporting the fleet with various modules as well as some enhancements for supporting the assault. Could also feature a remote repair possibility so that it can heal other friendlies.

++ Fortification Barges, cloned hulls of the T1 barges only, having more aspects of engaging siege modules that could feature the usage of the trend of “Large Turrets on medium-sized” ships. Difference between Tornado would be that they are a lot more cumbersome, yet have a lot more eHP. This is however more for those who need firepower but such that doesn’t blow up as instantly like a Tornado-BC.

It is probably better to stick to number 1) - for now.

From the Industrial Ships, my favorite is the Mammoth, and would like to introduce these ideas based on its hull. These ideas are of course to be applied to all other racial ships.

Just a quick note. I wish to imagine Industrial Ships have LOTS of armor HP; resists not as extreme - but simply so that it even with a small gang, one would need some time to take it down -- but in terms of Alliance Tournament; say like two or three minutes if there would be a landslide victory and this new version of a sitting duck being the last ship on the loser’s side.

However; these Industrial ships shall be damn-cumbersome - if not slightly more than how they are at this moment.
So - In reality, they cannot just warp from A to B that easily. Even more; if they are in a bubble without support, they just will die in a matter of time. Even if they are aligned to the next stargate when it is time to run, they are likely to be tackled on the other side.

Lastly, I want to introduce on two of this two propulsion modules; one being a warp-drive module - another a minor hyperjump drive, but don’t worry, that will be very last.
Another minor propulsion module could be what I fit under the bracket of “EMERGENCY: FULL THRUST” - that being the literally-overpowering of the Afterburner/Thrusters, causing the vessel to move at a speed of some 900m/s for a period of time and as fuel allows it; straight ahead and with mass/inertial debuff for that time.

Yet, these modules and all others including the warp-drive one, NEED FUEL - so there would be a need for fuel bays.

Don’t worry, there will be enough penalties, mutually-exclusive activation rule sets like “Afterburner+MWD”, gimmicks and trade-ins.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#6 - 2012-07-30 02:28:06 UTC
Idea is based on Homeworld: Cataclysm’s story of an industrial mining Mothership turning into a makeshift warrior vessel to take on a deadly biomechanical menace threatening the galaxy - as well as a fanfiction I enjoy writing of it, featuring similar moments of adapting to a situation with makeshift ideas.


In terms of the crew idea, I wanted to introduce more of a crew + capsuleer thing. So that the industrial ships rely on old traditions and are not as high tech as other vessels.
Modules would be more like profiles - you know like “Red Alert” from Star Trek, only with more of a theme what I saw/imagined in Homeworld: Cataclysm.


So there would be a module like “(Profile) Crew : FIRE FIRE FIRE! or “Crew: Man the Guns!” - which enhances Falloff range; -velocity debuff etc etc.
Just a different take than just you on the boat. Crew-stuff is just fluff - might as well just be the classical module apply buffs/debuffs and penalties.
But I will be splitting the modules from the actual ship idea, to save headaches.
+ Introducing variants of T1 Industrial Ships/Barges to combat fleets as sort of “Command Vessels” (not in the combat fashion like the essential Command Ships)

+ Wide spectrum of projected support modules as well as Profile: xyz modes to improve allies’ capabilities and offensive capabilities much more

+ A lot of eHP/fitting power; still being rather clumsy and
cumbersome, yet able to active a “light siege mode” through modules, to fortify their defenses as well as apply longer range to their Highslot weaponry


Note: They may have 5 Hislots, with 3 for Turrets/Missiles and two for utility Hi slot mods (offensive ones) - There will be med and low slot mods as well.


They are to be able to enter a sort of “fortification mode” allowing them to support their allies. There would be different modes they could engage - bringing either tracking speed however would be bad.

+ As said, wide spectrum of modules; one High slot mod featuring (sorry to follow the trend) the fitting of larger guns; Large Turrets
// or *shock* XL Turrets (but that would be too extreme).

Nevertheless.
Each of those siege/profile/crew/emergency come with trade-ins. You get bonuses , but penalties alongside too. Some require fuels, raising the necessity of choosing the right fuels as these are more or less “your ammo”.

The special modules could go as far as applying stuff you’d see from a Lachesis; like extended Warp Disruptor range etc - but it consumes FUEL or a lot more CAP.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#7 - 2012-07-30 02:28:54 UTC
Sorry for the wall, but being thorough is needed here. ;D
Just for "readers", heh.


All is “makeshift”, borrowing from other ships’ aspects. It won’t make them obsolete because this is a T1 industrial that will die, even if it has a total of 8000 hp // 30k eHP.

// at this point, I would like to have a restriction of neither being able to fit armor plate, shield extenders nor damage controls nor the low-slot structure-hp buffers.
Only the special mods and other mods, no “resistance/buffer” mods. - as it comes with a BS eHP already.


Nevertheless, the player shall have a wide spectrum of choices.
Sort of a ~T3 subsystem concept but pared-down on a T1-maginitude on Industrial Ships. It should be interesting as it introduces an unusual ship to the battlefield that can be a bane… or fail. I
Please keep in mind all the time, it is to be a MAKESHIFT Command Vessel - not some sort of Command Ship ala Sleipnir or a Carrier; zero. Yet it shall be versatile - featuring the lightest of features ganglinks or a few more drones (or *shock* 2 fighters*), but will go boom when friends die and it being the last on the field.

It is not to be a T2 ship that can tank forever but a T1 that just happens to have a lot of HP due to its sheer mass.

So if I am sitting in my wooly Mammoth in a small gang and an enemy fleet rolls in, my foe would have to wonder:
Is my ship fit as support. Is it some makeshift Lachesis?

+ All this to bring in “spice” to a fleet; whether a battleship fleet or a gate camp.
- Will have weaknesses of course; it will die with ease once buddies are dead as well as being quite cumbersome and the, say 30secs to one minute, of waiting for the cooldown when ending the fortify/siege profile. It might end up last and Fleet Commanders will have no choices but to leave them behind and “GO DOWN FIGHTING”.
+ Can bring along ammo/fuel due to its semi-spacious cargo bay. Also to be the mule for loading gathered loot from battles.

It is to feature variants of currently known T1 hulls rather than developing new ones. In terms of balance, it is to be somewhere on par with current desires to make the T1 aspect of the game more desirable, viable (to an extent) yet keeping them vulnerable in terms of "Rocks Scissors Ponies".

I just wanted to bring some new ship ideas (or in this case - expand on the existing on). I know many get edgy when one suggests new ships, but nevertheless, this is just dreaming. It is unlikely it will happen. But it is fun to write and conceptualize, no doubt.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Raphael Celestine
Celestine Inc.
#8 - 2012-07-30 05:24:03 UTC
I think you missed the bit where you explain why anyone would actually use one of these. Blink

The impression I got after reading that was of a ship that follows along with a fleet and doesn't blow up until after everything else, but doesn't do much in the meantime.

You can fit it like a Command ship - but an actual Command ship has better ganglinks, more tank, and more DPS.

You can fit it for 'siege mode' giving you battleship EHP and firepower - but an actual battleship can move and repair itself as well.

You can fit it for EW support - but an EW cruiser will be much more mobile and doesn't need fuel to run it's EW properly.

It does have a potential role as a close-support transport, carrying ammo, fuel and/or loot to make up for the combat ships' limited cargo space. The only real advantage it has over an ordinary industrial ship here is its ability to actually follow the fleet into battle, though, and I'm not aware of any reason you'd need to be able to reload and loot stuff in mid-fight instead of afterwards.

Overall, it sounds like it's a ship that can sort-of copy a number of other ships, except not well enough to be worth using instead of them. I get the feeling that you're thinking of it as a ship for industrialists who haven't trained any combat skills, but a pilot with no combat-support skills trained is going to be pretty close to useless in one of these (since it has to be balanced around a pilot who does have them) and once you've put in all the time to train those support skills it makes far more sense to just go the whole way and fly a real combat ship.
ShahFluffers
Ice Fire Warriors
#9 - 2012-07-30 05:55:31 UTC  |  Edited by: ShahFluffers
What are "Deep Space Transports" Alex?

Seriously though... I'm looking at a buffer tanked Impel with 77k EHP in EFT. That's battlecruiser, low battleship class EHP there.
And the cargohold has a capacity of 5000 m3. That's more than enough for a fleet's worth of capacitor boosters.
A Soporific
Perkone
Caldari State
#10 - 2012-07-30 06:06:46 UTC
I still am not exactly certain why I would want to fly something like that. There have been a number of attempts at having ships that do two or three different things, and they all end up redesigned because you can only fit a ship to do one thing at a time, and maybe tack on some "utility" mods.

When designing a ship, it's important to understand how it is intended to be used before you start worrying about models or stories. I have to say that I'm uncertain why I need a tanking/gang boosting/hauler. Moreover, wouldn't the tank and the hauling require the same low slots to be used two different ways? A ship with a narrower focus but some kind of utility flexibility would be better recieved, I think.
Deena Amaj
Native Freshfood
Minmatar Republic
#11 - 2012-07-30 13:34:43 UTC  |  Edited by: Deena Amaj
All-righty then. Back.
Sorry for that last crappy post. The forums devoured what I wrote when I hit the post-reply button when I was done.

Whatever. This is a quick response. I will answer each of your posts to cover up the plotholes I have up there. I do consider to remove things and add what should be said so that it is more understandable. I suppose the “FAQ” mode isn’t that bad.

Yes, I need to explain more as regarding the why part - but I have to also say that you are seeing things from the wrong side with the wrong light.



To give a quick answer before I talk pages long:

Nobody is forced to fly these - Same if you are a DPS-ace who flies HACs and kills stuff; you’re not forced to give a damn about industrial ships and many other ships one has no utter interests in.

Of course, if you are already an advanced play, sitting in your shiny T2 or other stuff, it is quite a “duh” moment. Now I won’t click on each of your chars and figure your SP profile; but just because you may have no interests in it doesn’t mean others wouldn’t.
Nonetheless, what we (or I) can do is have this option open - as all ships you fly in eve are optional, and this one shall be versatile in an unusual and not that straight-forward thing everybody sees in T2 and T1 as that is what brought us to the ship revamp in the first place.



It is intended to be a Jack of all Trades - Master of None in that sense, but nonetheless still being a diverse, interesting and unusual vessel - with the challenge of activating and deactivating specific skills. It is to be a mix of several types of things.

However - I do have to make a thorough list of modules it shall have, because that is what is essential in this idea.
To give you a better understanding of the essence of vessel-specific modules, try to understand this part:



Since some are into Jeopardy. // I am not intending trolling here.

Answer is
“The necessity of exclusive modules for the respective vessels like covert cloaking, covert cyno portal cyno-jump/portal, triage, siege”

Question is
“What do titans, carriers/supers, dreadnaughts, covops etc have in common? Alec.”

=). So in this case, this one is to have the concept of that. Now I doubt a cloaking industrial is necessary - that is what Transport ships are for - but maybe there could still be a makeshift one that requires fuel. (ignore that module though).
No worries, I will add more input. Should help to give more reasons as to Why am I to fly this into the fray specifically.

I think one more module could be interesting for. it is a similar jump drive module, but may require a thread of it's own as well.



A large variety of modules could request fuel and other goods/commodities from PI (!). But I need to conceptualize that one well so it is comprehensible despite my bad diction. Likewise, there would be penalties when using the more “stronger/attractive/effective” modules; like ‘capping your cap’ to -50% while the module is active as it needs that excessive power to feed whatever special ability.
Say for your Amarr Aux-Tender vessel; a siege mode that powers your lasers for rapid fire and bonus damage - but of course along with penalties, tracking speed and of course maybe even a fraction of that damage hitting your ship as you blast on. That is an extreme example though.

But back to this ship. This is part of several random suggestions in terms of news ships that players could use.



Yes. I need to add more to the showcase, especially emphasize on why. What I will do is to do a direct write up of the “Why” - but it will require some “common perspective” of average-joe players ; as in not because you may have trillions of ISK or are a combat pilot - as many here on these forums are pretty much top gun and from 0.0/pvp.
- or in short, from an objective perspective aside to your personal one of course.

I am not certain if all of you did it that; hard to tell as all seem personal rather than objective. But this is okay =) and not a problem.


I do need to emphasize on several things. That is necessary and I agree that is missing. I will answer your posts now. I will make it as simple as possible.

Alright, the next post will answer the issues listed specifically. Excuse the possible length due to quoting and answering back.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#12 - 2012-07-30 21:02:16 UTC
Quote and Answer mode :D

@ Raphael Celestine


Raphael Celestine wrote:
I think you missed the bit where you explain why anyone would actually use one of these. Blink

The impression I got after reading that was of a ship that follows along with a fleet and doesn't blow up until after everything else, but doesn't do much in the meantime.


The problem is that I did not list all the modules. It is supposed to be capable of fighting too (vaguely), but more about supporting the fleet due to its versatility. It is to buff other stats of fellow fleet mates for instance, but in a different manner. Remember, it is not a battleship or such combat vessel, but it should be able to shoot back.
In terms of 0.0 fights, most of the time, it is those little things that decide victory or defeat.

Also, I developed a module-idea in the module-sticky thread that could work here well for this ship.
It is an AoE-field generating module in style of dictor/Hictor Bubbles, but for buffing nearby ships and itself with an agility/mass advantage; to either cut align times in the bubble by one-forth or one-fifth. This is best to be used during “in-transit/slowboating/cruising” from A to B.
0.0 fleets usually has more time wasted in moving from gate to gate than actually the fights. That is one advantage to take one or two along, that could help.

A bizarre idea would be a specific stardrive for “buddy jumping) but it is too complicated to add here at this moment.

Quote:
You can fit it like a Command ship - but an actual Command ship has better ganglinks, more tank, and more DPS.

You can fit it for 'siege mode' giving you battleship EHP and firepower - but an actual battleship can move and repair itself as well.


Yeeeee-- not quite. It is to already have battleship EHP as basis. Battleships-firepower depends if the player actually took that along.

They can be a makeshift fleet-defender as anti-frigate support or ‘anchor themselves to fire more precisely with range’ via one of the few siege modes I had in mind. Makeshift is the word for the day.

I will get to the “but an actual battleship can do that as well just sec”.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#13 - 2012-07-30 21:02:21 UTC
Quote:
You can fit it for EW support - but an EW cruiser will be much more mobile and doesn't need fuel to run it's EW properly.

It does have a potential role as a close-support transport, carrying ammo, fuel and/or loot to make up for the combat ships' limited cargo space. The only real advantage it has over an ordinary industrial ship here is its ability to actually follow the fleet into battle, though, and I'm not aware of any reason you'd need to be able to reload and loot stuff in mid-fight instead of afterwards.


You almost got my point, but just missing something due to seeing things a bit too negatively. Allow me explain.

As you mentioned,
An actual battleship does x better,
An actual EW cruiser does y much better,
(hypothetically) Other main task force vessels do x better than this ship
.

Yes that is the intention : )!
This is to be a very versatile Jack of All Trades - Master of None - Yet still having a variety of nice-to-have-alongs. It is to be seen as a secondary ship one can consider to take along. Either entering the fray as first, using its temporary aspects to tank for a bit or later on as backup. Modules could buff remote repping so that it heals some structure too.

(by the way, NPCs need to smart enough to shoot at other players so one does not just afk-tank with this ship into Mordor)

Being blunt and realistic in 0.0 or any other pvp situation:
You do not always have the people for the job. How many times have one heard “damn, no tacklers” - or “no Lachesis” - No dictor/Hictor etc.

Now it cannot do all the super-duper special stuff like a dictor/hector bubbler - but it should for instance be able to do long range warp disrupting.
Coupling that with a sensor boosters or any other module, it can do the warp-disrupting for you.

It is not a battleship, yet it can be able to provide anti-BC/BS weaponry like large turrets, provided the player fitted the specific module to allow him to do this.

It is not a cruiser/destroyer to take on the masses of enemy drones and frigates in the battlefield. But if you are lucky, perhaps the pilot fitted the module that buffs Rate of Fire on the Rapid Missile Launcher Bays (aka Assault Missile Launcher that fires light missiles) loaded FoF missiles;
making him do what he can to gradually (and possibly) take down frigates and drones without worrying or hassling about targeting.

It should be able to do some of x and act as a backup. The stardrive idea would be unique and useful here but I have to do a separate thread for this feature. It is a bit sci-fi, but this is a sci-fi game so… but let’s drop that one.

Quote:
Overall, it sounds like it's a ship that can sort-of copy a number of other ships, except not well enough to be worth using instead of them. I get the feeling that you're thinking of it as a ship for industrialists who haven't trained any combat skills... etc


Some ships are simply not available for the fleet or players. That is the point of this ship (while bringing along more shiny abilities at the same time).
I’ve been playing very long in this game. I’m just too lazy to log back and forth the between accs/chars since I do a lot with this one.
Nevertheless.
There are a broad number of players who do not like pvp. Some like to but are not ready yet. After being several years in 0.0, I’ve seen it time and again where players get turned down because they are not as awesome as the elite ones. Some would love to fly support ships like the mini-logies (Osprey, Exequror) but due to lack of skills, they can tank really much.

This ship could and would be an option for them. They could fight off hoards of drones as smartbombs are not always an option and much more.

To keep in mind, it cannot do everything “300%ly better than others”

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

A Soporific
Perkone
Caldari State
#14 - 2012-07-30 21:15:34 UTC
Jack of all trades/One hull to rule them all ideas often wind up not working, simply because switching ships is easy and even new players have more than one. It's a very vague concept for me, and I don't think that a functionally unbonused or ship with unrelated bonuses would do well.

When I go to buy a ship, I have a purpose in mind. I'm getting a hauler, a miner, or missioner. I don't know why I would ever go looking for a jack of all trades ship. If I would buy it, then I'd buy it for a purpose. And if I was doing that, wouldn't it be better to build the ship around that role than having random colletion of unusual bit and pieces?

The point is, as a pilot, there is no reason for me to pick this ship over a purpose built ship uner any circumstances ever. I would even normally pick other purpose built ship out of role over a ship like this, if for no other reason that I'd have them on hand and if I have the time and money to go out and buy an ship to do something, why not buy the specialty ship?
Deena Amaj
Native Freshfood
Minmatar Republic
#15 - 2012-07-30 21:40:06 UTC
ShahFluffers wrote:
What are "Deep Space Transports" Alex?

Seriously though... I'm looking at a buffer tanked Impel with 77k EHP in EFT. That's battlecruiser, low battleship class EHP there.
And the cargohold has a capacity of 5000 m3. That's more than enough for a fleet's worth of capacitor boosters.


It is possible that the eHP needs to go up then, but I want to keep her in mind that that even if these vessels are jack-of-all-trades of some kind, they are still industrial ships.
You can use your Impel with better EHP. That is fine. But you are giving up a lot of slots just to beef up the tank and frankly, that is just a bait industrial that with a very, very low number of slots left over for anything else.

The ones I suggested would have access to modules that virtually can beef up EHP to xyz levels, depending on what is fitting for balance reasons. These special vessels can do a lot more than just an Impel loaded with precious cap boosters.

But this is highly dependent of the special modules. And as said above in the mess:

Covops, carriers, titans, recons, dreadnoughts etc - all use special modules like covops cloak, cyno-portals, siege modules to define their role.
This vessel can achieve a bit of everything (minus cloaked-warp) and actually do something despite the player being, say a newborn capsuleer from January 2012 as the damage, buffs, and other viable things come directly from the modules that consume cap/fuels/PI commodities.

It will not deal massive damage like a fully-fledged ‘n’ pledged BS for instance, but it can still be a threat to cruisers somehow while supporting his fleet/gang with anti-support capabilities and buffs.

And all that until he or she is ready to fly other real combat ships or whatsoever. This is just as it is: An optional choice of a vessel.

It is not hurting anything besides the adding another thing to click on the market and a few egos. : D

Also.
Deep Space Transport - +170 mill of ISK.
This versatile Industrial idea with specific bonuses/penalties - most certainly under the 50 mill ISK as the rest comes from modules.

If you don’t need it, don’t use it. Same like you do when you are Vagabond Heavy Assault Cruiser ready or whatever you fly at this moment- and don’t need to look at Stabbers and Arbitrators again.

This could also be interesting for small scale pvp too.


confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#16 - 2012-07-30 21:40:12 UTC
@A Soporific


Hehe. You’re posting faster than I was able to respond.

Quote:
I still am not exactly certain why I would want to fly something like that. There have been a number of attempts at having ships that do two or three different things, and they all end up redesigned because you can only fit a ship to do one thing at a time, and maybe tack on some "utility" mods.


You might not need it then. This is an optional choice of a ship. This one can be fit to do several things just for the costs of cap or fuels and penalties.

Yes, they get redesigned because they are either so damn narrow in efficiency vs the other popular ships and/or CCP did not change the perspective of things for years. Now they are in a bit of revamp mode.

There are tons of ships that are hardly used because every other always has the DMG and Rate of Fire slapped onto it.

This is just an alternative choice for a support vessel, dude. Nothing less or more.
But with a load of useful utility mods. It is still a makeshift support vessel, based on that bit of lore I added. It is not to be the obvious awesome new ship in New Eden.

Quote:
Jack of all trades/One hull to rule them all ideas often wind up not working, simply because switching ships is easy and even new players have more than one. It's a very vague concept for me, and I don't think that a functionally unbonused or ship with unrelated bonuses would do well.

When I go to buy a ship, I have a purpose in mind. I'm getting a hauler, a miner, or missioner. I don't know why I would ever go looking for a jack of all trades ship. If I would buy it, then I'd buy it for a purpose. And if I was doing that, wouldn't it be better to build the ship around that role than having random colletion of unusual bit and pieces?

The point is, as a pilot, there is no reason for me to pick this ship over a purpose built ship uner any circumstances ever. I would even normally pick other purpose built ship out of role over a ship like this, if for no other reason that I'd have them on hand and if I have the time and money to go out and buy an ship to do something, why not buy the specialty ship?



Jack of all trades is more of a metaphorical thing. I know the common saying goes as “JOAT - Master of None” - my intent actually is to be a Master of Some. I know the phrase is backfiring.

Each ship will have their bonuses. But just basic ones as following the current T1 ruleset.
It is just that I did not get there yet because it is not the right moment. I have bonuses already in mind, but it is not the right time to put them.
The ships will have ship bonuses of course. It is just that these would not have the “Role Bonus” trend as the modules and the actual fitting of these distinct modules bring the worth (subtly).

It is not to be for everything now. I did not say it was a miner despite the Jack of All Trades remark. This is a minor powerhouse for 0.0 and possible some PVE for missions - not as a main ship for that task though but a sidekick.

Nevertheless. It is to be a first step. You do not have to pick it up at all once you can fly the other ships.
On the other hand, this ship should and will have the versatility to bring along special abilities that is usually just for specific ships. A semi-Lachesis with a neat range of Warp Disrupting but tied with other special modules for the job.

Remember. This is just a stepping stone and an optional choice - and that there will unique modules - not typical ones.
I will be suggesting more ships and ideas to broaden the pool.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

A Soporific
Perkone
Caldari State
#17 - 2012-07-30 22:37:43 UTC
A ship is a big investment in resources, in dev time and energy that could be used fixing other problems. This is a ship designed to be optional and a second choice. I don't think that the concept warrants the time and effort on CCP's part when they could be doing other things to improve the game.

I don't mind new ships. I don't mind ships designed to be more general than our current crop of ships. The approach of putting all the things on one hull is the thing that drives me crazy. I don't see how this specific model could work. I wouldn't mind something that does both ewar and remote repping.
Deena Amaj
Native Freshfood
Minmatar Republic
#18 - 2012-07-31 03:06:50 UTC
I know that it is a big task. Well, doesn't have to be everything. I am just tossing in everything for the moment. One can filter out what is worthy and not before implementing.

Aside to the suggested modules, there is not really that much that is changing as it is using the same hulls and functions that already exists.

It is only a longshot of ideas. It is clear and unlikely that CCP will just grab everything I would be shoving in their mouth here, not to mention the public opinion denying the stuff.
I just want to give a bit more sense of industrial ships than just being haulers. Yes, one can put modules in them, but I wanted to go a step further and give them several small-somethings to fool around with.

In terms of remote repping, I know the naval term "Tender" fits that job, but I wanted to be careful with remote healing because there are T1 support cruisers that do that, so I had to focus on other aspects. I wanted to bring in some buffing mechanics upon stats that were always ignored most of the time.

Anyhow, it is just supposed to spark ideas whenever CCP is looking for something to with industrials. They are of course making industrials and barges (or was it just barges) less instant-poppy, which is good imo because in a game like this, it makes no sense that such a massive ship dies that fast.

I know there is a trend of having big guns on smaller ships - and someday we will see the opposite...
I just did not want to just toss a simple idea featuring industrial ships having access to Large Turrets and that's it. It would be too simple and boring.

But just to recap, the way I had it in mind was like with T3 ships' subsystems.
You can't fit all subsystems. You can only take one of each of the four per flavors. Somewhere, that is how the colors of the modules should be. I thought of it in a way that you could fit perhaps two or three of the red kind for instance, but you can't just faceroll and turn them on like that. Each would have a decisive cooldown as well as penalties. But we do not need to go through that again.


Nonetheless, I thought of cutting some slack of the major chuck and narrowing it down to a few things.

Perhaps releasing a few combat variants with specific range bonuses for missiles and turrets.

My other goal was to give FoF light missiles a real sense besides just being a tool to shoot back while jammed, but I will feature that in another thread perhaps.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

A Soporific
Perkone
Caldari State
#19 - 2012-07-31 03:23:13 UTC
T3 Ships were intended to be pretty much exactly what you have in mind here. A single hull that can be redesigned to fit whatever role it is needed to. It was originally intended to be not quite as good as Tech II, but the first iteration came out way stronger than originally intended.

So, don't do it in the one ship. Pick something that requires high slots, and something that requires mid slots or low slots and put them together.

I don't see why a ship couldn't get a bonus to remote reppers, and ewar. Make a cycle of them. Maybe a ship that focuses on remote sensor boosting/ECCM matched with cap transfer, I don't think we have one of those.
Deena Amaj
Native Freshfood
Minmatar Republic
#20 - 2012-07-31 03:46:10 UTC  |  Edited by: Deena Amaj
Worked up a remote sensor buffing/eccm frigate-variant that has aspects of anti-stealth and anti-frigate. A science/light support corvette using Probe, Magnate, Imicus and Heron hulls.

Yeah, T3 went way over the hill. I wanted to avoid that with this one by really keeping it on the said T1 magnitude (plus requirements for fuels and PI materials, giving PI a bit of slack and needs). But I really would like to see this ship on the field. I'll see that I think a few things up and change a few aspects of the posts above. Will bump when I have something.

Oh and make sure I narrow it down to very few modules that other ships could use as well then.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

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