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[Winter] New destroyers

First post
Author
Ranger 1
Ranger Corp
Vae. Victis.
#941 - 2012-11-01 16:55:45 UTC
Jame Jarl Retief wrote:
Opertone wrote:
minmatar destroyer - what... coffin + solar panels uwhhhhh[/b]


It's not a coffin, it's a solar-powered tanning bed.

Also, in reply to another poster above, small sentries idea has been bounced around quite a bit, and I really like it. Though I still wish sentries would have SOME mobility, regardless of size. As in, when you recalled them, they would warp to you the same way as probes do. Flying back to recover them is just too much of a hassle in too many cases.

Sentry drones should orbit your own ship at all times.
They should have no speed attribute of their own and maintain an orbit around your ship no matter what speed you are going because thier orbit is maintained by manipulation of the magnetic fields around the ship itself.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Zyella Stormborn
Green Seekers
#942 - 2012-11-01 17:30:12 UTC
Ranger 1 wrote:
Jame Jarl Retief wrote:
Opertone wrote:
minmatar destroyer - what... coffin + solar panels uwhhhhh[/b]


It's not a coffin, it's a solar-powered tanning bed.

Also, in reply to another poster above, small sentries idea has been bounced around quite a bit, and I really like it. Though I still wish sentries would have SOME mobility, regardless of size. As in, when you recalled them, they would warp to you the same way as probes do. Flying back to recover them is just too much of a hassle in too many cases.

Sentry drones should orbit your own ship at all times.
They should have no speed attribute of their own and maintain an orbit around your ship no matter what speed you are going because thier orbit is maintained by manipulation of the magnetic fields around the ship itself.



That would be too powerful considering the damage sentries can do. The idea of staying in place when pulled out of bay, but warping back to ship when recalled however I think is a great idea, and something that would not change how they work in any way. It would simply add convenience to them.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Kuehnelt
Devoid Privateering
#943 - 2012-11-01 19:23:21 UTC  |  Edited by: Kuehnelt
Zyella Stormborn wrote:
It does not dps near the Coercer. ;)


With one heat sink (warp disruptors are a mixed blessing), and with Scorch, the new Coercer does 244dps with high tier weapons and 211dps with mid tier weapons. New destroyer with one DDA and only drone damage does 176dps with hobgoblins. So yeah, it does less damage if it's being kited. This is a very slow destroyer that really really really wishes you wouldn't do that.

If the Coercer switches to Multi, the numbers are 306 high 264 mid vs. 235 overheated rockets + hobs. For the early part of the fight. But then there's the whole "0 high 0 mid vs. 235 overheated rockets + hobs." part of the fight.

Valleria Darkmoon wrote:
Takeshi Yamato wrote:
31 sec with MWD +3 neuts running
41 sec with 3 neuts running
1m 7s with 2 neuts running
3m 35s with 1 neut running


Thanks for the stats.

So then it really sounds like it will need a cap booster to be reliable. As a general rule of thumb I think about how my ship will be used in an average combat scenario, what needs to stay on what I can cycle and what I can shut off and I still want 2 mins of cap life minimum and it doesn't sound like I'm going to see that.


It has a very strong cap recharge, since the bonus got moved into the stats. Take advantage of that and put cap recharge rigs on it.

Then it's: stable at 47% with just one neut + MWD running, so easily able to pulse anything else and then recharge back up to nearly half-cap. 5min with just a SAR + MWD running (nice if you can't feed the cap to your neuts for obvious reasons.) 1min 50 sec with two neuts + MWD. 48sec with three neuts + MWD. If the fight's going so well that you can turn off your MWD, you can permarun two neuts at nearly 30% (187GJ available) stability.

And to put those numbers in context, the cycle time of a neut is 6sec. 48sec with three neuts + MWD = 24 neut cycles = 1296GJ neutralized = Winter Stabber with no capacitor at all after not even running any mods, a Thorax/Omen with no capacitor at all after having run some mods for only a little bit. and so on.

Against frigates and destroyers, in an average combat scenario, it does not run out of cap quickly.
Warde Guildencrantz
Caldari Provisions
Caldari State
#944 - 2012-11-01 19:34:10 UTC
Ranger 1 wrote:

Sentry drones should orbit your own ship at all times.
They should have no speed attribute of their own and maintain an orbit around your ship no matter what speed you are going because thier orbit is maintained by manipulation of the magnetic fields around the ship itself.


This would be awesome. However, Heavy drones need to do more damage to separate them from sentries in their use. They should do considerably more than sentries (at least 150-200 dps more rather than only 50-80 dps more with 3 drone damage amps)

Example, a domi gets 780-800 dps with heavies, 720 with sentries. That's not a big enough difference to cover the fact that sentries have way bigger range and would stay with your ship wherever you go. Heavies would need to do 850-900 before they are good for plain gank fits where damage>drone durability.

Also, there needs to be an implant for drone damage if there isnt.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Zyella Stormborn
Green Seekers
#945 - 2012-11-01 20:09:32 UTC  |  Edited by: Zyella Stormborn
Kuehnelt wrote:
--- So yeah, it does less damage if it's being kited. This is a very slow destroyer that really really really wishes you wouldn't do that.---



Was reading your post, and this line made me spit my coffee on the monitor laughing. Damn you for that, lol. :)

The coercer also would be able to run a repper, prolonging its life, and meaning it would not have to dock up after every fight.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Sheynan
Lighting the blight
#946 - 2012-11-01 20:18:46 UTC
Zyella Stormborn wrote:


It does not dps near the Coercer. ;)


It easily does more dps than a Coercer and also has more tank if you fit 6 weapons in the highs. It relegates the Coercer to kiting and sniping, and that's still not enough for you ?

You can't expect a ship that brings a ton of utility with its neuts and ewar-drones to have the same raw damage capability as a ship that brings just dps to the table.
Zyella Stormborn
Green Seekers
#947 - 2012-11-01 21:00:01 UTC
Sheynan wrote:
Zyella Stormborn wrote:


It does not dps near the Coercer. ;)


It easily does more dps than a Coercer and also has more tank if you fit 6 weapons in the highs. It relegates the Coercer to kiting and sniping, and that's still not enough for you ?

You can't expect a ship that brings a ton of utility with its neuts and ewar-drones to have the same raw damage capability as a ship that brings just dps to the table.


Ewar drones on a drone ship are not a good move. You lose your dps. Its Neuts are not useful against anything other than a brawler due to range and speed. This ship will not be fitted with 6 weapons in the highs. probably ever. Coercer has no problem kiting and sniping this ship, as its is higher dps, farther range even with pulse due to scorch, faster, and can self repair. It can ONLY do more dps than a coercer if the target is sitting still, and the D2 is sitting on top of it with 6 weapon systems (meaning no tank if you are putting in damage mods) and drones doing damage (which also means no ewar drones).

I can expect the ship to be able to hold its own in something other than a niche scenario. I do not think I am asking too much in that. Being a drone boat is great, but if you want 'tons of utility' you need to drop a couple of high slots and give a couple of mid slots.

Again, going by what I am seeing. Have you tested it out against the other destroyers (both D1's and D2's)? It is important to me to find out how things are sitting in application on test. All of this feedback both good and bad is needed before this goes live.

~Z

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

CaptainFalcon07
Scarlet Weather Rhapsody
#948 - 2012-11-01 22:00:25 UTC  |  Edited by: CaptainFalcon07
Sheynan wrote:
Zyella Stormborn wrote:


It does not dps near the Coercer. ;)


It easily does more dps than a Coercer and also has more tank if you fit 6 weapons in the highs. It relegates the Coercer to kiting and sniping, and that's still not enough for you ?

You can't expect a ship that brings a ton of utility with its neuts and ewar-drones to have the same raw damage capability as a ship that brings just dps to the table.


No way would you be able to fit more tank and more gank on this destroyer compared to the coercer.

Besides frigates and destroyers can easily instapop light drones and kite out of the range of neuts, making your drone destroyer pretty much helpless.

The coercer can easily outrun (nearly 200 ms faster) the "dragoon" and stay out of its neut range while trivially melting it (253 long range DLP scorch vs 178 dps warriors that have travel time and can easily be popped in one shot by the coercer. )
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#949 - 2012-11-01 23:37:16 UTC  |  Edited by: Jame Jarl Retief
Zyella Stormborn wrote:
Ewar drones on a drone ship are not a good move. You lose your dps.


This just underlines how screwed up drone boats currently are.

Follow me here. They're DRONE boats! But there's not a single drone boat in the game that ONLY uses drones (we're talking subcaps here). They're all, at best, turret/drone split or missile/drone split. And we all know that a split weapon system is not always efficient. Imagine if Drake got half missiles, and half turrets. Pretty screwy, right? But for drone boats, this is the norm.

Second, like you said, a non-drone boat is free to use whatever drones fit their tactics, without sacrificing much of their DPS. For a drone boat to use anything BUT a damage drone gives up 40-70% of its DPS, depending on fitting. This is INSANE! But CCP seems to be fine with it. At least they haven't moved a toe to fix it since number of drones was reduced to 5 max, back in 2007, 2008? Yeah, 4-5 years of this nonsense without a single change. And let's not forget that all drone boats get -1 slot compared to other ships because they're just so awesome and everyone uses them for everything... Roll Sometimes I really wish they'd stop jerking people around and just scrap the drone boats altogether.
Bouh Revetoile
In Wreck we thrust
#950 - 2012-11-02 00:09:03 UTC
Jame Jarl Retief wrote:
Zyella Stormborn wrote:
Ewar drones on a drone ship are not a good move. You lose your dps.


This just underlines how screwed up drone boats currently are.

Follow me here. They're DRONE boats! But there's not a single drone boat in the game that ONLY uses drones (we're talking subcaps here). They're all, at best, turret/drone split or missile/drone split. And we all know that a split weapon system is not always efficient. Imagine if Drake got half missiles, and half turrets. Pretty screwy, right? But for drone boats, this is the norm.

Second, like you said, a non-drone boat is free to use whatever drones fit their tactics, without sacrificing much of their DPS. For a drone boat to use anything BUT a damage drone gives up 40-70% of its DPS, depending on fitting. This is INSANE! But CCP seems to be fine with it. At least they haven't moved a toe to fix it since number of drones was reduced to 5 max, back in 2007, 2008? Yeah, 4-5 years of this nonsense without a single change. And let's not forget that all drone boats get -1 slot compared to other ships because they're just so awesome and everyone uses them for everything... Roll Sometimes I really wish they'd stop jerking people around and just scrap the drone boats altogether.

Some inconsistencies here : either the ship have most of its dps in turrets and its not a drone boat or it have most of its dps on drones and it's a drone boat, though you cannot ask for a ship to have both extended drone bay and crazy weapon dps because adding the two would lead to something absolutely crazy. BTW, any gallente drone boat filled with blaster can have an already very good dps only with turrets only (Vexor, Dominix, Vexor Navy). Consider the dronebay as a utility drone bay, and you have exactly what you are asking for.

Though the truth is that you are better this way : all gank, with both guns and drones, because a dead target don't retaliate and gank is cool.

And still, you always have the ability to only use drones : current drones only Vexor can go up to 430dps. Not too bad for a T1 cruiser. Though you rarely do that, because if your drones die, you die. So you fit guns with them, so if your target kill your drones, you avenge them and she dies. And now, you can understand how this plit bonus is good : it's the presence of the guns who force the ennemy to focus on you instead of on the drones, hence you can keep your amazing dps (drone boats usually have amazing dps) to kill the ennemy before he kill you. Remove the drones, and lose so many dps you should better use a gun boat ; remove the guns and your drones are so vulnerable without their guardian blasters you will soon be defenseless.

That is the gallente school of course, though the amarr one is not so far : replace the blasters with neutralizers and extended drone bay, then, by the time the ennemy killed the first flight of drones, he is out of cap, and you have two more flights to finish him ; so the ennemy will tend to focus on your ship, and your drones will survive.

Your ship must be a greater threat than your drones for them to survive.

EWAR drones now, are difficult to balance : ECM drones are already often considered OP even on non drone ships, and they are the best you could use (the least situational ones). The others may benefit from a small buff, but even then you have to be careful if you don't want them to be OP.
Zyella Stormborn
Green Seekers
#951 - 2012-11-02 00:43:07 UTC  |  Edited by: Zyella Stormborn
Bouh Revetoile wrote:

That is the gallente school of course, though the amarr one is not so far : replace the blasters with neutralizers and extended drone bay, then, by the time the ennemy killed the first flight of drones, he is out of cap, and you have two more flights to finish him ; so the ennemy will tend to focus on your ship, and your drones will survive.

Your ship must be a greater threat than your drones for them to survive.

EWAR drones now, are difficult to balance : ECM drones are already often considered OP even on non drone ships, and they are the best you could use (the least situational ones). The others may benefit from a small buff, but even then you have to be careful if you don't want them to be OP.


The problem as I see it with the current destroyer is that a) you can not stay close enough to cap out the other ship, and b) you are too slow to be without those mid options.

6 High slots and only 2 mid slots on a drone boat as slow as this one is, I just have a very hard time seeing hold its own out there vs anything other than very close range brawlers. Drone boats need Low slots and Mid slots to synergize their abilities and maximize their function with mods.

It has 1 slot (we are talking about pvp, no prop mod is not an option), so it can either put a point, a web, a cap battery, a drone mod, etc. It can not put both. This puts all of the pressure on the low slots for both offense and defense... and there are more highs than lows even. If they pulled 2 highs and gave +1 mid / +1 low, or even +2 low, it would help. A lot.

It appears to need more tank, or more speed, or more room for drone damage mods (it is a pure drone boat, so that many weapon slots are not needed, and its doubtful it will ever use more than 4 neuts. This gives more room for drone focus items).

It is a beautiful ship concept, I just don't want it to become a gimmick ship, only useful in very particular situations. I want it to perform as well as / in the same fashion as its bigger drone cousins (Arbitrator / Curse / Pilgrim).

Am I mistaken in this opinion?

(I did not mention ewar drones in this response, as I am not a fan of using them in general on drone boats, and drones themselves having issues is for another thread). ;)

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Kuehnelt
Devoid Privateering
#952 - 2012-11-02 02:55:46 UTC  |  Edited by: Kuehnelt
Zyella Stormborn wrote:
The problem as I see it with the current destroyer is that a) you can not stay close enough to cap out the other ship, and b) you are too slow to be without those mid options.

6 High slots and only 2 mid slots on a drone boat as slow as this one is, I just have a very hard time seeing hold its own out there vs anything other than very close range brawlers. Drone boats need Low slots and Mid slots to synergize their abilities and maximize their function with mods.


Its neuts go out to 12.6km. That's not "very close range brawlers", that's any brawler among frigates and destroyers. Like I said way back, it's weak to kiters and it has problems with cap-injecting enemies and probably nossing enemies. You say 'problem' like it should be fixed, that this ship should be strong against anything; I'd say, these are just its downsides, it's not unusual for ships to have downsides, and they should be worked around by players. That can mean trying to start the fight at zero, that can mean using both of Zor's implants and having DCU, SAR, overdrive*2 for lows (6.1k EHP, 2.8km/s hot , 200dps), that can mean flying alongside an Executioner with a web. Or if it turns out that these weaknesses are too severe, CCP can directly alleviate them by buffing the range of its neuts or by cutting its mass. But in general the alternative to a strong ship which has obvious weaknesses isn't "an even stronger ship", but actually a mediocre ship that isn't very good or bad at anything; to remove a weakness is a buff, so there must be a corresponding nerf.

In any case, taking highslots off, giving it extra mids, giving it extra lows, none of that has anything to do with the range of its neuts and how fast it can go. None of that has anything to do with its weaknesses. That's just trying to make it into a different ship with different prospects and different challenges.

Also, Arbitrators and T2 Arbitrators and Sentinels already exist. All of them have plenty of mid slots. The Pilgrim has a way to start a fight in neut range; the Curse and Sentinel have much more range on their neuts. Blood Raider ships also exist, with bonused web strength and bonused cap transfer. The new destroyer isn't a cheap knock-off of any of these.

/leave Brittney alone What?

Alright, I'll mostly shut up until I've gotten some more kills with it.
Zyella Stormborn
Green Seekers
#953 - 2012-11-02 04:31:27 UTC
Kuehnelt wrote:
stuff

In any case, taking highslots off, giving it extra mids, giving it extra lows, none of that has anything to do with the range of its neuts and how fast it can go. None of that has anything to do with its weaknesses. That's just trying to make it into a different ship with different prospects and different challenges.

Also, Arbitrators and T2 Arbitrators and Sentinels already exist. All of them have plenty of mid slots. The Pilgrim has a way to start a fight in neut range; the Curse and Sentinel have much more range on their neuts. Blood Raider ships also exist, with bonused web strength and bonused cap transfer. The new destroyer isn't a cheap knock-off of any of these.

/leave Brittney alone What?

Alright, I'll mostly shut up until I've gotten some more kills with it.



Actually I disagree, I think it has a lot to do with its weaknesses. It does not have hard up front damage like most brawlers do, it does not have good speed or tackle like most brawlers do in order to keep up with and / or lock them down long enough to kill them. I see no way other than flying with others, or getting lucky enough to land at zero AND hoping for a low HP target for this ship to pick a fight. Everyone else will be able to take or leave a fight with it at will.

Not being able to fit properly to work with its bonuses or compensate for its weaknesses not character.

Amarr already has a ship that can't dictate fights, with the Coercer, but at least the Coercer can blow out damage fast enough to try and burn down anything that gets in range before it can run away.

/brittney needs a new set of clothes. Blink

As I said earlier though, I am going by what I perceive as the problems from an outside view. As you get more kills / deaths, please, keep giving feedback.

As to the Sentinel, etc., I agree those ships are out there, and I (as were a bunch of others) hoping this ship would be a Khanid destroyer, using rockets or missiles. But since it is not, it is important that the ship be effective. Having character is a bonus, but secondary to effectiveness if you want people to fly it.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Garr Earthbender
Imperial Shipment
Amarr Empire
#954 - 2012-11-02 12:16:55 UTC
For my purposes, the new amarr ship will be friggin great. I fight in FW plexes, and when sitting on the warp in, these neuts will rock socks.

-Scissors is overpowered, rock is fine. -Paper

Bouh Revetoile
In Wreck we thrust
#955 - 2012-11-02 13:11:12 UTC
Three neutralizers are devastating for any frigates. This destroyer void 150 GJ of cap every 6 seconds. delay them, and it's 50 every two seconds. Even with a cap booster, you will have to choose because you will be able to activate one or two things for one cycle and then wait for the next cap charge to be injected. Of course, capless weapons are not affected, but those don't use cap boosters anyway.

Even if the frigate don't use its cap, it will cap out in rougly 18 seconds (say 22 if you delay the neutra). And that is with three neutra. I'm pretty sure you can even prevent a frigate from warp out with more neutralizers.

Then, even without weapons, drones will quickly dispatch any neuted frigate.
Ranger 1
Ranger Corp
Vae. Victis.
#956 - 2012-11-02 14:43:26 UTC  |  Edited by: Ranger 1
Zyella Stormborn wrote:
Kuehnelt wrote:
stuff

In any case, taking highslots off, giving it extra mids, giving it extra lows, none of that has anything to do with the range of its neuts and how fast it can go. None of that has anything to do with its weaknesses. That's just trying to make it into a different ship with different prospects and different challenges.

Also, Arbitrators and T2 Arbitrators and Sentinels already exist. All of them have plenty of mid slots. The Pilgrim has a way to start a fight in neut range; the Curse and Sentinel have much more range on their neuts. Blood Raider ships also exist, with bonused web strength and bonused cap transfer. The new destroyer isn't a cheap knock-off of any of these.

/leave Brittney alone What?

Alright, I'll mostly shut up until I've gotten some more kills with it.



Actually I disagree, I think it has a lot to do with its weaknesses. It does not have hard up front damage like most brawlers do, it does not have good speed or tackle like most brawlers do in order to keep up with and / or lock them down long enough to kill them. I see no way other than flying with others, or getting lucky enough to land at zero AND hoping for a low HP target for this ship to pick a fight. Everyone else will be able to take or leave a fight with it at will.

Not being able to fit properly to work with its bonuses or compensate for its weaknesses not character.

Amarr already has a ship that can't dictate fights, with the Coercer, but at least the Coercer can blow out damage fast enough to try and burn down anything that gets in range before it can run away.

/brittney needs a new set of clothes. Blink

As I said earlier though, I am going by what I perceive as the problems from an outside view. As you get more kills / deaths, please, keep giving feedback.

As to the Sentinel, etc., I agree those ships are out there, and I (as were a bunch of others) hoping this ship would be a Khanid destroyer, using rockets or missiles. But since it is not, it is important that the ship be effective. Having character is a bonus, but secondary to effectiveness if you want people to fly it.


I'm not sure why you are pigeon holing this ship as only a brawler.

You have drones for long range offense (60km with appropriate skills).

You have neuts and whatever weapons (probably rockets) for anything that comes after you, which will quickly kill anything likely to try and tackle you... especially when you bring your speedy little drones back to assist.

Since you can quickly suck dry most any tackler within 12km you will rarely be caught if you decide to leave, and anything kiting you from outside that range will likely not be doing as much damage to you at that range as your drones will be doing to it.

Frankly, aside from a few specialty situations, tanking a destroyer is a waste of time. They are a disposable ship and are best used to do as much damage to as many targets as possible before they die a glorious death.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Zyella Stormborn
Green Seekers
#957 - 2012-11-02 16:26:01 UTC  |  Edited by: Zyella Stormborn
Ranger 1 wrote:


I'm not sure why you are pigeon holing this ship as only a brawler.


You misread my post. I did not pigeon hole it as a brawler, or a sniper. I said its neuts would only be effective vs brawlers.

No one else is going to voluntarily come near this ship (except maybe some particular capless brawler type maybe). Drones get taken out very quickly currently by frigates (discussion for another thread however). And as slow as this ship is, with only 2 mids, it will rarely finish off anyone before they simply warp away (it has decent damage, but not high alpha or burst). It also means that both its tank and damage is all put into 4 slots in its low.

What I see is a ship that will chase away a lot of ships, but rarely ever kill one. In groups it will be handy, in particular if another ship is playing tackle / web so that it can close on the target. But the other Amarr destroyer already is reliant on other ships for tackle (and fortunately can burn down targets fast enough that often they can't even warp away in time)

I may be wrong on its effectiveness in application, we will see.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Aglais
Ice-Storm
#958 - 2012-11-02 17:09:24 UTC
Zyella Stormborn wrote:

the Dragoon is more of a deterrent than a killer


This is a problem how? Either way, some ships won't be bothering other ones with these anti-frigate platforms around, which is kind of their purpose, to in some way shape or form be anti-frigate. Some do it through just completely overwhelming a frigate with firepower, others will do so like this, and inflict heavy penalties on anything small that gets too close. That's still pretty solid.
Zyella Stormborn
Green Seekers
#959 - 2012-11-02 17:18:18 UTC
Aglais wrote:
Zyella Stormborn wrote:

the Dragoon is more of a deterrent than a killer


This is a problem how? Either way, some ships won't be bothering other ones with these anti-frigate platforms around, which is kind of their purpose, to in some way shape or form be anti-frigate. Some do it through just completely overwhelming a frigate with firepower, others will do so like this, and inflict heavy penalties on anything small that gets too close. That's still pretty solid.



I hope you are right. I am concerned however, that it will become a mothball ship, which is the reason for my posts. If it is only a deterrent, but the other ships of same class are actual killers (also a very good deterrent), there will not be much reason for flying it in comparison.

If you have access to test, get in this ship and pilot it around, test it against the other dessies, frigs, etc. Please, give some feedback from time in the cockpit. Smile I am going nuts not being able to get on myself and get actual play time in it atm.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Bouh Revetoile
In Wreck we thrust
#960 - 2012-11-02 17:26:21 UTC
Zyella Stormborn wrote:
I hope you are right. I am concerned however, that it will become a mothball ship, which is the reason for my posts. If it is only a deterrent, but the other ships of same class are actual killers (also a very good deterrent), there will not be much reason for flying it in comparison.

There is always reason to fly neutralizing ships.