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[Proposal] Overhaul of the Black Ops & Force Recon.

Author
Dr Vitoc
The Huskarl's
#1 - 2013-01-20 21:31:38 UTC
Overview
The proposal I would like to suggest would be to overhaul the mechanics, ships and functions of Black Ops and Force Recon.
Black Ops ships and Force Recon tie together hand in hand but are currently not used very often in today’s game as it is really limiting new players and players with high and specific skills. The proposed changes would introduce changes to Ships and skills with and introduction of new ships and tools to help the black ops and Force Recon ships.

Game play changes
Black Operations should be a name of a style of combat and not the battleship. Black Operations should be a form of game play which allows new-ish players and experienced players the ability to experience and grow black operations together.
To be able to perform these changes and introduction and change of ships would be needed.

Why Change
Black Operations in itself is reliant on so many different factors that make it very difficult to use. Black operations is very dependent the ability to move ships from point A to Point B to perform its tasks. To be able to do this the Black Ops Battleship is required to use Faction Isotopes to allow the other ships and its self to jump to other systems. The amount of isotopes used is dependent on:

    Ship Size (mass)
    Distance to Target

As there are no tools giving the ability to judge the distance for bridging against the amount of isotopes required. It makes the job of a single or multiple bridging’s and jumps harp to determine. Because of the reliance of the Isotopes as fuel against the size of ship and distance it would make sense to introduce more classes of ships to allow a variety of fleet sizes.

Concept
Introduce a whole black operations class of ships from frigate to carrier all still based upon the aspect that all ships would need to be able to be fitted with the tier 3 cloaking device or designated as a Portal Generator ship.
the Black Operations ships would be:

Black Ops Frigate
Covert Ops
Bomber
Tackler Webification / Covert Cyno generator
Tackler Warp Disruption / Covert Cyno generator
ECM
Tracking Disruption
Cap neutralisation
Logistics
All Frigates would require the use of a Tier 3 cloaking device

Black Ops Destroyer
Damage dealer
ECM
Tracking Disruption
Cap neutralisation
Tackler Webification / Covert Cyno generator
Tackler Warp Disruption / Covert Cyno generator
Logistics
Interdictor / Covert Cyno generator
All Destroyers would require the use of a Tier 3 cloaking device

Black Ops Cruiser
Damage dealer
ECM (Currently the Falcon)
Tracking Disruption (Currently the Pilgrim)
Tackler Webification / Covert Cyno generator (Currently the Rapier)
Tackler Warp Disruption / Covert Cyno generator (Currently the Rapier)
Logistics
Heavy Interdictor / Covert Cyno generator
Command
All Destroyers would require the use of a Tier 3 cloaking device

Black Ops Battleship T1
Damage dealer / Covert Cyno generator
ECM / Covert Cyno generator
Cap neutralisation / Covert Cyno generator
Tracking Disruption / Covert Cyno generator
T1 Black Ops Battleships can only bridge via the Black Ops Carrier

Black Ops Battleship T2
Command / Covert Cyno generator
Logistics / Covert Cyno generator
T2 Black Ops Battleships can bridge and Jump to Cyno

Black Ops Carrier
Command / Covert Cyno generator
Carrier can bridge and Jump to location

T3 Ships
Black Ops Command Sub System
All T3 would require the use of a Tier 3 cloaking device

Blockade runner
No Change

Black Ops Noctis
See Below

Ship Description

Black Ops Neutraliser
This ship would be similar to what the pilgrim does currently and adjusted to the ships type.

Black Ops Logistics
As per the new logistics ship given at the 2012 EVE tournament the Black Ops Logistics ships would be a variant of this ship.
All the ship Classes would be relevant to the current versions (Frigate and Cruiser) the only new one would be the destroyer class logistics which would be a variant change and the difference between the Frigate and Cruiser.
The T3 cruiser is use full but the Cost, size & speed of the ship limits this type of ship really to be jumped into a Battleship class fight. It would not be good as a Frigate or destroyer fleet.

Black Ops Noctis
The Black Ops noctis would be limited to the same category as the battle ships where it is a black ops ship and can bridge through black ops ship but can nit use a covert ops cloaking device. This noctis would have all the standard noctic specifications nit have the ability to have a fuel storage are for Black Ops battle ships to use.

Command ships
Black Ops command ships are not able to fit the normal standard warfare links but fit a Black Ops warfare link.
Command Ships are not effected by ECM or tracking Disruption. The role of a command ship is to give bonuses but not necessarily command the fight. Because everything is manual and not automatic it gives the command ship pilot more work to do protecting his own pilots.
Black Ops Command ships are able to lock up to a number of ships dependent on skills and the type of ship flown. E.g. Carrier = 50, Battleship = 30, Cruiser = 15

Contiunued on part II
Dr Vitoc
The Huskarl's
#2 - 2013-01-20 21:34:21 UTC  |  Edited by: Dr Vitoc
T1 Black Ops Battleships
T1 Battleships would be a whole line of ships that could be used to jump into battle but would work like a standard battleship which could only jump through a Black Ops Carrier or Titan.

T2 Black Ops Battleships
T2 Black Ops battleships are same as the current Black Ops battleships but with an extra class of ships which would be the command ship class.

Black Ops Carrier
Black Ops Carriers can only be used to jump into a target lit by a covert cyno field generator

Module Description

Black Ops Triage module
Ship Class - Carrier
The Black Ops triage module can only be activated after jumping into a system for a period of time e.g. 5 or 10 Min and is a onetime use per jump and last a set time. This module can only be fitted to carriers and is an area of effect module which is grid wide. Bonuses are stacked if used with the Black Ops warfare link.

Black Ops Warfare link
Ships Class – Carrier, Battleship and Cruiser
There would be several link types pertinent to current warfare links. These links are only activated once the Pilot of the command ship locks his own players. The module is always active but does not give bonus until the other pilots are linked.
The module effective distance works differently for the ship it is fitted to.
Carrier = Anywhere on Gird
Battleship = 150km
Cruiser = 60km
The Bonuses can only be given to ships fitted with and online Tier 3 cloaking device or Black Ops Battle ships
One Pilot will only be able to have a maximium of 3 links given to him at any one time and it’s up to the command pilot which links they are given.

[b]Ship and other Changes[\b]
There would need to be changes to ships currently in the force recon role.
These changes would be:

  • Change Stealth Bombers from being cover ops to “Black Ops Bombers” ( Classification Change )(Impact Low)
  • Keep Combat Recon and change Force Recon to “Black Ops Recon” ( Classification Change )(Impact Low)
  • Change the Pilgrims stats so it relates more towards the other recon ships (Repair, Arazu, Falcon) The ship should be more towards the Curse with distances to Neutralisation or give the pilgrim more cap speed and armour as it is not currently a very effective force recon ship
  • Give each ships a Fuel Bay so they can all carry fuel for the battleship or carrier. Pilots would be able to access the fuel bay on a Battleship or carrier and deposit the fuel into the fuel bay. Or make it automatic that the fuel is transferred into the battle ship or used when they attempt to bridge.
  • Change fuel into a standard fuel across all carriers, Jump freighters, Black Ops. This would be achieved by a blue print and equal amount of all isotopes from each Faction race.
  • Standard Cyno generation and Covert Cyno generation skill to be reduced so when the cyno generation is activated it will only work to a defined LY distance so the higher the skill the further it is. Current Cyno 5 would be what Cyno 1 is but with the Fuel cost at Cyno 5 e.g.
  • Cyno Level / Fuel Usage / Time/ Distance
    Cyno Field Generator with Cynofield Theory skill level
    1/400/30min/10LY
    2/350/25min/12LY
    3/300/20Min/15LY
    4/250/15Min/20LY (Covert Cyno Field Generator opened)
    5/200/10Min/Current Unlimited
    Cover Cyno Field Generator with Cynofield Theory skill level
    4/200/5Min/2LY
    5/50/1Min/Current Unlimited

This is a basic explanation of what I would like to see introduced into the game.
Please be constructive with the comments
Thanks Dr Vitoc
Dark Drifter
Sons of Seyllin
Pirate Lords of War
#3 - 2013-01-25 19:58:52 UTC
Attention = not needed
Idea = exists
Lol = i would like to see

Black Ops Frigate
Covert Ops Idea
Bomber Idea
Tackler Webification / Covert Cyno generator Attention
Tackler Warp Disruption / Covert Cyno generator Attention
ECM Attention
Tracking Disruption Attention
Cap neutralisation Attention
Logistics Attention
All Frigates would require the use of a Tier 3 cloaking device

Black Ops Destroyer
Damage dealer Lol
ECM Attention
Tracking Disruption Attention
Cap neutralisation Attention
Tackler Webification / Covert Cyno generator Attention
Tackler Warp Disruption / Covert Cyno generator Attention
Logistics Lol
Interdictor / Covert Cyno generator Attention
All Destroyers would require the use of a Tier 3 cloaking device

Black Ops Cruiser
Damage dealer Attention
ECM (Currently the Falcon) Idea
Tracking Disruption (Currently the Pilgrim) Idea
Tackler Webification / Covert Cyno generator (Currently the Rapier) Idea
Tackler Warp Disruption / Covert Cyno generator (Currently the Rapier) Idea
LogisticsAttention
Heavy Interdictor / Covert Cyno generator Attention
Command Attention
All Destroyers would require the use of a Tier 3 cloaking device

Black Ops Battleship T1 AttentionAttentionAttentionAttentionAttentionAttentionAttentionAttentionAttention just no its T1 not specialised
Damage dealer / Covert Cyno generator
ECM / Covert Cyno generator
Cap neutralisation / Covert Cyno generator
Tracking Disruption / Covert Cyno generator
T1 Black Ops Battleships can only bridge via the Black Ops Carrier

Black Ops Battleship T2
Command / Covert Cyno generator Idea
Logistics / Covert Cyno generator Attention
T2 Black Ops Battleships can bridge and Jump to Cyno

Black Ops Carrier AttentionAttentionAttentionAttentionAttentionAttention it sould be a T2 cop ship (T1 caps are bad enough)
Command / Covert Cyno generator
Carrier can bridge and Jump to location

T3 Ships
Black Ops Command Sub System
All T3 would require the use of a Tier 3 cloaking device

Blockade runner
No Change

Black Ops Noctis
See Below
ShahFluffers
Ice Fire Warriors
#4 - 2013-01-25 20:52:17 UTC  |  Edited by: ShahFluffers
Like the poster above me already pointed out... much of what you are requesting already exists or isn't needed.

Force Recons (T2 cloaky cruisers) already have large bonuses for Ewar and cyno fields... Stealth Bombers can deal large amounts of damage (~500+ DPS if properly skilled)... and Black Ops battleships will be getting a much needed buff very soon (more jump range, more fuel capacity, lower fuel consumption).

As for skill requirements... it doesn't take very long to jump into a Covert Ops ship or Stealth Bomber. Minus support skills... it's a 2 to 3 week train from scratch to use either ship fairly effectively. That's not very long in the grand scheme of things.


There have also been grumblings that CCP is looking into splitting Black Ops battleships into "combat" and "logistics/Ewar" variants similar to Combat and Force Recon cruisers.