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Ships & Modules

 
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Idea for Making Jove Ships Playable

First post
Author
Brooks Puuntai
Solar Nexus.
#61 - 2012-09-04 23:49:30 UTC
No.

Nothing Jove should be added ever. Keep them how they are... A mystery.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Abannan
Federal Navy Academy
Gallente Federation
#62 - 2012-09-05 07:05:07 UTC
I'd rather think about how awesome it would be to fly jove ships and how amazing they'd be, then to actually fly them and them not to live up to expectations.
Anya Ohaya
School of Applied Knowledge
Caldari State
#63 - 2012-09-06 08:09:05 UTC  |  Edited by: Anya Ohaya
Muad 'dib wrote:
, but in eve forums the Jove are insanely powerful.


Fixed that for you.

In EVE lore they are powerful, but as much through better tactics as better technology. And that was a long time ago.

Most of their reputation is due to the confusion over Jove and GM/Dev ships, and a few oddball ships like the enigma.
Ireland VonVicious
Vicious Trading Company
#64 - 2012-09-06 11:24:31 UTC
I posted a similar thread a year ago.

Differances:

Train all races ship skills to 5.

Which then opens up the Jove skill for a ship with a large multiplier.
Use with a secondary speicality skill that is related to weapon systems. (( Pychic beam style gun skill ))

Have the BPC's drop in only the hardest complexes.

Make the ships take a ton of high end materials.

All this would make it cost a lot not just in isk but in SP to fly.
FlinchingNinja Kishunuba
Crunchy Crunchy
#65 - 2012-09-06 19:15:57 UTC
Need all 5 racial ship skills to 5.

You lose a level off 2 of the racial ship skills when you lose the ship.

Ships are made from dancers and slaves....
Marcus Gideon
Triglavian Assembly
#66 - 2012-09-07 03:21:27 UTC
Doom Razr wrote:

Specter frigate

Wraith frigate

Phantom cruiser

Eidolon battleship

Take careful note of these stats.

The ships really aren't as powerful as everyone imagines.

The only thing exceptional about them is their sensor strength.

Otherwise, they're rather ordinary ships compared to anything else.
Lin-Young Borovskova
Doomheim
#67 - 2012-09-07 08:37:09 UTC
Doom Razr wrote:

Prerequisites for Specter frigate
-Level 5 in Amarr, Caldari, Gallente and Minmatar frigate, Assault Ships 5

Prerequisites for Wraith frigate
- Level 5 in Amarr, Caldari, Gallente, and Minmatar frigate, Assault Ships 5

Prerequisites for Phantom cruiser
-Level 5 in Amarr, Caldari, Gallente, and Minmatar cruiser, Heavy Assault Ships 5

Prerequisites for Eidolon battleship
-Level 5 in Amarr, Caldari, Gallente, and Minmatar battleship, Advanced Space Ship Command 5, Advanced Weapon Upgrades 5, Command Ships 4, Marauders 4



For me looks like this would be more appropriated. Just an opinion.Cool

brb

Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#68 - 2012-09-07 22:14:16 UTC
jove ships aren't that powerful compared to empire. the only fights with jove was between the amarr empire, and the amarrians lost because
A they refused to retreat because it is against their laws
B they were in battleships and the jove were in fast frigates/cruisers
C the truely powerful Jove mothership had off grid DD.

a jove battleship would be better then any empire battleship, but it's not like 1 jove battleship would kill a carrier gang like people think, a jove battleship with t2 gear would be about 2-3 times as powerful as any navy battleship, it would probably also have an 8,8,8 slot layout.
Liang Nuren
No Salvation
Divine Damnation
#69 - 2012-09-07 22:15:58 UTC
Lin-Young Borovskova wrote:
Doom Razr wrote:

Prerequisites for Specter frigate
-Level 5 in Amarr, Caldari, Gallente and Minmatar frigate, Assault Ships 5

Prerequisites for Wraith frigate
- Level 5 in Amarr, Caldari, Gallente, and Minmatar frigate, Assault Ships 5

Prerequisites for Phantom cruiser
-Level 5 in Amarr, Caldari, Gallente, and Minmatar cruiser, Heavy Assault Ships 5

Prerequisites for Eidolon battleship
-Level 5 in Amarr, Caldari, Gallente, and Minmatar battleship, Advanced Space Ship Command 5, Advanced Weapon Upgrades 5, Command Ships 4, Marauders 4



For me looks like this would be more appropriated. Just an opinion.Cool


Needs more Inty 5, EAF5, Recon 5, Logi 5, etc. :)

-Liang

I'm an idiot, don't mind me.

Mukuro Gravedigger
Republic University
Minmatar Republic
#70 - 2012-09-08 12:30:14 UTC
Since Joves were the people that granted the capsuleers the ability to travel in a pod, if they felt we were going to be a threat, then perhaps they thought ahead and have some version of a kill switch or virus as part of the pod system which would turn our brains into liquid goo...

Just a thought.
Doddy
Excidium.
#71 - 2012-09-08 16:38:18 UTC  |  Edited by: Doddy
StoneCold wrote:
Just make Clones not working in jove ships.
Risk = reward.


This is probably the only way it could work. Just make it because of the Jovian disease.

As to their opness it is not so much. The had to deploy eves first supercap to stop the amarr, and that is the amarr with no pod tech, capitals, t2, etc. They are probably at the sort of levels you get from faction+ ships like the various tourney prizes. Still i think introducing them without some sort of major drawback (beyond what they did with t3) would be dumb. They should also have tough skill requirements and be expensive as hell.

Also the stats athat have been shown are ancient and def wouldn't be what is used.

Remember the angel ships are based off Jovian designs, so think of higher tech machariels armed with very fancy lasers instead of cannon.
Marcus Gideon
Triglavian Assembly
#72 - 2012-09-08 18:38:32 UTC
Not sure what the Jovian genetic breakdown would have to do with flying their ships?

However, I've often wondered why...

We can't use Clone Bays from a Rorq or something, from inside a WH.

And yet, when you die in the WH, you wake up in your med clone just like normal?


Imagine if you didn't wake up, unless someone carted your corpse back to kspace where the clone network could find you again. =)
Red Teufel
Calamitous-Intent
#73 - 2012-09-08 23:45:52 UTC
My jove is bigger then yours.
Mike Adoulin
Happys Happy Hamster Hunting Club
#74 - 2012-09-09 13:37:48 UTC
You have about as much chance of seeing Jovian ships in player hands as you do of seeing CONCORD ships in player hands.

IE, never.

Of course, as some have pointed out, the ships themselves aren't all that powerful, its the OMFG modules they have that make them unstoppable killing machines.

Everything in EVE is a trap.

And if it isn't, it's your job to make it a trap...:)

You want to know what immorality in EVE Online looks like? Look no further than Ripard "Jester" Teg.

Chribba is the Chuck Norris of EVE.

Alayna Le'line
#75 - 2012-09-10 11:03:05 UTC
StoneCold wrote:
Just make Clones not working in jove ships.
Risk = reward.


That would be odd, since the pod tech was actually provided by the Jove (and had to be adapted to "normal" human bodies).
Zanza Mechonis
What is tax
#76 - 2012-09-10 14:41:48 UTC
I'd rather see some events where GMs get a fleet of jovian ships in various nullsec regions for alliances to shoot at, with MAYBE a BPC dropping that requires immense amounts of minerals... and can't be flown ever. However, they can be sold through contracts.

"On the internet you can be anything you want... It's strange that many people choose to be stupid."