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Force Field Ship

Author
feihcsiM
THE B0YS
#21 - 2013-03-11 15:55:31 UTC
Let me clarify my earlier 'Use BSs' comment.

We do double cap ship escalations in all sites in our C6 and its various attached static C5s and to be honest that seems to be where the real money is.
In an ideal world to maximise isk we should run just carriers, dreads and loki webs, but we do things a bit differently because like you not everyone can/wants to fly cap ships and the inclusion of everyone in corp activities who wants to join in is always a good thing. As such we run 2 carriers and BSs for dps, usually with a Tengu or two, the odd Drake and a Loki.

I've seen a sleeper BS spawn two-shot through a 70k ehp shield buffer and put a battleship into structure from over 100km away. It mght not be supposed to happen but it does. A BC just can't tank that sort of damage, even with carrier/logi support. You are also limiting your outgoing dps, and hence isk efficiency by using long range BCs with either long range ammo or fighting in deep falloff.
Our BSs generally put out ~1k dps each (depending on range/ammo ofc) and we recommend a minimum of about 80k ehp to avoid being alpha'd. You just can't do that efficiently in a sniper BC.

I can see what you are wanting to do in your BCs, and yeah, it's do-able if you are willing to trade it off for questionable isk efficiency and accept a few losses to sleepers here and there. Hell, it's probably even good fun, props for doing it 'outside the box'.
It is not, however how I believe the sites were designed to be run or indeed how they were balanced. They seem clearly designed around cap / BS / T3 fleets and glass cannon BCs will always have a bit of a hard time.

(Also if you get jumped a sniper BC fleet can be nuked by a few bombers, a 2 x carrier backed BS fleet - with pvp ships ready in the hanger - can put up a damn good fight)

It's the end of the world as we know it and I feel fine.

Savnire Jacitu
Abysmal Gentlemen
#22 - 2013-03-11 15:56:31 UTC
30 force field ships all working so that one will activate the second another one goes down. Sure, why the **** not.

Orion Wolff
Fukushima Industries
#23 - 2013-03-11 16:02:28 UTC
Inkarr Hashur wrote:
Kodama Ikari wrote:
Orion Wolff wrote:

That's a bit closed minded. There's balancing going on to add depth to Eve all the time. Also, it's clear that you don't understand WH life, or glass cannons.


Its not that new gameplay mechanics are bad, its just that you're suggesting a gimmicky one to solve a non-problem. Pointing this out is not the same as being closed-minded. I may not understand WH life, but there are very few reasons to use t3 snipers over BS snipers when hp is an issue. If you're using attack BC's because of cost or ease of getting the hulls in, then you're just being lazy.


Do I have to quote this 2 or 3 times? Obviously someone posting it once wasn't enough to end the thread.


So how many times do I have to ask others for input on how it could WORK, as opposed to NOT work? I'm fine with criticism, but I see nothing positive here. No brainstorming on parts of K space where it would be useful. I could think of several - low/null gassing/mining, an additional tanking option for fleets on the hunt, put it up around a group of ships working any sites issuing, using drones inside the field to defend against frigates or cruisers. And if you're worried about making this unbalanced by making it too cheap, make it a tech 2 interdictor or equivalent in cost. More ISK on the field means more risk to use.

Seriously, are you guys this closed minded?
Orion Wolff
Fukushima Industries
#24 - 2013-03-11 16:04:19 UTC
Savnire Jacitu wrote:
30 force field ships all working so that one will activate the second another one goes down. Sure, why the **** not.


No two ships would be able to operate within 30km of each other. /solved
Orion Wolff
Fukushima Industries
#25 - 2013-03-11 16:06:28 UTC  |  Edited by: Orion Wolff
feihcsiM wrote:
Let me clarify my earlier 'Use BSs' comment.

We do double cap ship escalations in all sites in our C6 and its various attached static C5s and to be honest that seems to be where the real money is.
In an ideal world to maximise isk we should run just carriers, dreads and loki webs, but we do things a bit differently because like you not everyone can/wants to fly cap ships and the inclusion of everyone in corp activities who wants to join in is always a good thing. As such we run 2 carriers and BSs for dps, usually with a Tengu or two, the odd Drake and a Loki.

I've seen a sleeper BS spawn two-shot through a 70k ehp shield buffer and put a battleship into structure from over 100km away. It mght not be supposed to happen but it does. A BC just can't tank that sort of damage, even with carrier/logi support. You are also limiting your outgoing dps, and hence isk efficiency by using long range BCs with either long range ammo or fighting in deep falloff.
Our BSs generally put out ~1k dps each (depending on range/ammo ofc) and we recommend a minimum of about 80k ehp to avoid being alpha'd. You just can't do that efficiently in a sniper BC.

I can see what you are wanting to do in your BCs, and yeah, it's do-able if you are willing to trade it off for questionable isk efficiency and accept a few losses to sleepers here and there. Hell, it's probably even good fun, props for doing it 'outside the box'.
It is not, however how I believe the sites were designed to be run or indeed how they were balanced. They seem clearly designed around cap / BS / T3 fleets and glass cannon BCs will always have a bit of a hard time.

(Also if you get jumped a sniper BC fleet can be nuked by a few bombers, a 2 x carrier backed BS fleet - with pvp ships ready in the hanger - can put up a damn good fight)


Thank you for your input. Insightful. I'm sincere about that.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#26 - 2013-03-11 16:11:04 UTC
Orion Wolff wrote:
As a hole rat, I've been working on sniping instrumental sites. The BS sleepers there sometimes alpha strike our little glass cannon BCs, at times up to 250 out. It shouldn't happen but it does and thats what we sign up for in our C5. So I got to thinking: how could we balance this out a bit, and it came to me - a balanced force field ship.

A ship that can be fitted with a mini force field, modded for size and balanced for effectiveness. For instance, one mod would project a force field small but very strong, while a larger field would be weaker. The field would work like typical science fiction shields; ships could move through without problems, and you can target and shoot through them but they protect 100% of objects inside of them up until enough damage has been taken, and then they shut down for core recharge, which could take cap booster type charges and would have a cool down timer. Logistics ships would be able to boost the field strength with a energy emissions mod, or some other type of logi effect.

And the best part, both tanker types wouldn't be able to complain because the skills for this ship and mods would be independent of tanking skills, which is why I called it a force field instead of a shield ship.

Ideas? Maybe we can get some CCP input?


lol..... Like this wouldn't be abused....

Tarsas Phage
Sniggerdly
#27 - 2013-03-11 16:11:10 UTC
Orion Wolff wrote:
StoneCold wrote:
Some in here told you how it works. You just refuse to listen. And say things like "but, but, but..."



Funny. Sounds like you're all doing the same thing. Glass houses, rocks, dude.


It's a common theme here where someone thinks up an idea that they think is absolutely ingenious and posts about it here, only to get indignant when someone knocks it down. You're not the first, and you certainly won't be the last in that regard.

Take a step back and think again about the context in which you're making your proposal. First, as has been pointed out by others, you're using ships for a task in which they just don't work out for. While the attempt to see if there are new ways of doing things with existing tools is laudable, if it doesn't work out, you'll need to settle with it just not working out. The response is not to come up with some entirely new ship or module that does a very specific thing which would allow your very context-specific idea to (maybe) work in your favor.



Orion Wolff
Fukushima Industries
#28 - 2013-03-11 16:15:40 UTC
We do double cap escalations as well, but not members are available to bring an archon in with 3 t3s. I'm wondering is tools like this could be introduced that could be limited - like a covert cloaking device, or other ideas added that have to be limited in order to bring balance but variety.
Maeltstome
Ten Thousand Days
#29 - 2013-03-11 16:28:15 UTC
Orion Wolff wrote:
StoneCold wrote:
Orion Wolff wrote:
[...] We try to maximize our earnings with the fewest members possible, [...]

Greed is bad.


I take it you don't bother earning ISK then.


Most wormhole dwellers are users of faction/navy BS or strat cruisers for that very reason. The more each member can do, the less members you need - this means more lewt for each member. A buffered BS will require much less logistics than a battlecruiser, therefore reducing the number of fleet members.

And btw, you're loosing ships. Profit is being lost. Ship up or scale down to C4's

And your idea isn't a new one. It's a variation on POS force-fields and would be impossible to balance in real PVP scenario's. They would either be horribly overpowered or pointless.

And as a final point, a gang booster can increase hit points and resistances which is a diluted form of extended your defenses to another ship and is already a usable feature.
Kosetzu
The Black Crow Bandits
Northern Coalition.
#30 - 2013-03-11 16:36:19 UTC
Okey lets say this feature is implemented, acts somewhat like the heavy dictor bubble except as a shield (assuming that is what you're thinking). Limiting them from being close to each other will be like saying you can only bring one titan to a capital fight, and EVE is supposed to be a sandbox game (sorta), so this wouldn't work out. Sure only one active at a time in a area, but the second it goes down you can just have another ship bring up theirs instead (again think of heavy dictors, one dies another puts up bubble to replace it).

Such a module/ship would completely unbalance PvP as well, as it will just be about who can bring the most shield bubbles to a fight to back up their alpha fleet(s). Sure breaking up the metagame can be good, but it will just become "bring as many of this as possible" instead of trying to counter the enemy. If you add your suggestion to make logistics able to add shield to it by transfers, you get a superbubble that is impossible to break unless you bring enough ships to alpha it away, which just adds to the problem of boring blob warfare that nullsec has become.

This is just a "I don't want to take damage but kill everything" type of module suggestion. So there you have it, that is why people don't like the idea, as it will never be balanced, and instead of adding something to boost something else that isn't designed to work, you should rather adjust what you bring to fight the sleepers, and if you don't have the firepower, move to an easier wormhole.
Kodama Ikari
Thragon
#31 - 2013-03-11 16:53:24 UTC
Orion Wolff wrote:

So how many times do I have to ask others for input on how it could WORK, as opposed to NOT work? I'm fine with criticism, but I see nothing positive here. No brainstorming on parts of K space where it would be useful. I could think of several - low/null gassing/mining, an additional tanking option for fleets on the hunt, put it up around a group of ships working any sites issuing, using drones inside the field to defend against frigates or cruisers. And if you're worried about making this unbalanced by making it too cheap, make it a tech 2 interdictor or equivalent in cost. More ISK on the field means more risk to use.

Seriously, are you guys this closed minded?


Take it to Features & Ideas?

You're starting off with the massive unwarranted assumption that the final form of your idea will be perfectly balanced and not completely broken despite introducing all kinds of new mechanics. If that's truly the case, then sure bring it on. But you're basically so far off in fantasy land already that I doubt anyone here is much interested (otherwise we'd be posting in features & ideas). Instead we grab the concrete thing in your post ie "how do i make sniper BCs work in c5s" and post about that. I'm not specifically trying to **** on your idea, I'm just not interested in brainstorming it.
Varkul
Airmail Explosives
#32 - 2013-03-11 20:00:08 UTC
Well, since you want ways to make it work: instead of a giant shield that encompasses a fleet, how about transporting the shield to each ship?
This beamed shield would reinforce the target's shield, using the ship's capacitor, kinda like a shield booster, except it'd be remote. And to make it a little more balanced, we'll limit the module to one target instead.
Let's call it a "Shield Transporter."
Taoist Dragon
Okata Syndicate
#33 - 2013-03-11 20:41:29 UTC
Orion Wolff wrote:


So how many times do I have to ask others for input on how it could WORK, as opposed to NOT work? I'm fine with criticism, but I see nothing positive here. No brainstorming on parts of K space where it would be useful. I could think of several - low/null gassing/mining, an additional tanking option for fleets on the hunt, put it up around a group of ships working any sites issuing, using drones inside the field to defend against frigates or cruisers. And if you're worried about making this unbalanced by making it too cheap, make it a tech 2 interdictor or equivalent in cost. More ISK on the field means more risk to use.

Seriously, are you guys this closed minded?


One of the best ways to find out something can work is to pull it apart and explore every possible way it can break.
IF once you've broken it and any associated issue it breaks along die it then you may have something that can work. This however does not mean it is 'balanced' just that it 'works'. You need to go through the process again with your 'wokring' prototype but this time focused on balance.....then and only then may you have something that works AND is balanced.

This not a trivial or easy task. Why do you think is take so long to get new stuff out?!?!?

That is the Way, the Tao.

Balance is everything.

Paikis
Vapour Holdings
#34 - 2013-03-11 22:25:27 UTC
3-4 Battleships is enough to run c5 sites. Carriers not required.

Stop being bad.
Ignitious Hellfury
Minmatar Republic Military Skool
#35 - 2013-03-11 23:54:40 UTC
Orion Wolff wrote:
lol @ you thinking anything in C5 could be made easy.



I live in a c6. It's really not hard if you know how to capitalize on your system bonuses and sleeper mechanics. In the interest of being helpful, I genuinely think you should reevaluate your technique to sleeper sites. Hell, I'm actually pretty sure you can handle c6 sites with 3 guardians and faction (re: not deadspace even) bs very comfortably. If 6 people is a lot you to you, you may want to reconsider living in a c5 as the logistical complexities of wh kind of demands a little bigger community than that.
Zappity
New Eden Tank Testing Services
#36 - 2013-03-12 10:45:13 UTC
I don't like it as a solution to your problem but I do like the concept. It would be extremely difficult to balance though.

Zappity's Adventures for a taste of lowsec and nullsec.

Jacob Holland
Weyland-Vulcan Industries
#37 - 2013-03-12 13:40:05 UTC
I would suggest that a "force field" ship which is simply a tank to provide a hitpoint shield for your squishies while still allowing them full scale of operation (including shooting, ewar...etc). (as the OP suggests) is inappropriate. Not least because it totally negates one of the major effects of the Sleeper AI.

What I can see working however (though it would need to be carefully approached with regard to the number of HPs it has (and many other factors) would be a sort of mobile POS bubble.
A portable harbour if you like, providing no benefits beyond its limited protection, preventing locks, logistics and neutering offensive actions... right up until the bubble collapses under the incoming fire.

It would not prevent losses among the OP's glass cannon but it might allow them to get close before exposing themselves to Sleeper fire.
StoneCold
Decadence.
RAZOR Alliance
#38 - 2013-03-12 13:51:30 UTC  |  Edited by: StoneCold
Jacob Holland wrote:
I would suggest that a "force field" ship which is simply a tank to provide a hitpoint shield for your squishies while still allowing them full scale of operation (including shooting, ewar...etc). (as the OP suggests) is inappropriate. Not least because it totally negates one of the major effects of the Sleeper AI.

What I can see working however (though it would need to be carefully approached with regard to the number of HPs it has (and many other factors) would be a sort of mobile POS bubble.
A portable harbour if you like, providing no benefits beyond its limited protection, preventing locks, logistics and neutering offensive actions... right up until the bubble collapses under the incoming fire.

It would not prevent losses among the OP's glass cannon but it might allow them to get close before exposing themselves to Sleeper fire.


I see how this would totaly not effect any other part of gameplay.

EDIT:

In WingCommander (Origin) there was this cheat:
While showing the Origin-Logo you moved your joystick in this order (with pressing the firing key):

Up (fire) down (fire) left (fire) right (fire) up-left (fire) down-right (fire) down-left (fire) up-right (fire).
Then you were able to let the locked target explode by pressing ctrl + del.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#39 - 2013-03-12 14:47:13 UTC
@OP

It's simple, you're using the wrong tool for the job.
Instead of using the right one, and doing it right, you keep yourself entitled in your greedy ideas and would want the game to change to suit your needs instead.


Pick more friends with logistics

Pick BS's instead, Pirate BS or Marauders (T2 resists)

Pick T3's instead

Change for a lower class of WH since you don't like that one

You have choices, why don't you explore some of them instead?

removed inappropriate ASCII art signature - CCP Eterne

Cambarus
The Baros Syndicate
#40 - 2013-03-13 02:15:57 UTC
Orion Wolff wrote:

So how many times do I have to ask others for input on how it could WORK, as opposed to NOT work? I'm fine with criticism, but I see nothing positive here. No brainstorming on parts of K space where it would be useful. I could think of several - low/null gassing/mining, an additional tanking option for fleets on the hunt, put it up around a group of ships working any sites issuing, using drones inside the field to defend against frigates or cruisers. And if you're worried about making this unbalanced by making it too cheap, make it a tech 2 interdictor or equivalent in cost. More ISK on the field means more risk to use.

Seriously, are you guys this closed minded?


As a general rule, if you come up with an idea, and take it to the forums, not to ask people to show its flaws but to ask them to come up with ways it could be made useful, the core idea is probably bad. You really have to weigh the good with the bad here, because introducing a new ship, with a new mechanic, would cause an absurd amount of headaches when it comes to balancing. Changes to balancing mechanics damn near always have some sort of side-effects that weren't predictable, and balancing takes a lot of time and fine-tuning, so ask yourself this: is the need for the idea you've put fourth really big enough to justify the inevitable headaches that would follow its implementation?

It seems to me like you just want to be able to field glass cannon ships, without having to worry about their HP, which is odd, since that's exactly what you're supposed to be worrying about when flying glass cannons. You're using a hammer to put in a screw, then insisting that CCP make a new attachment to your hammer to let you do it properly. Eve is all about using the right tool for the right job, and in this case that means that glass cannon setups don't work in sleeper sites because they're not SUPPOSED to. The problem isn't the game, it's your own greed and laziness.

If you can't assemble the people, or can't assemble the fleets needed to run sites in a c5, then you shouldn't be running sites in a c5. Period. It's not CCP's job to make group content more available to people who can't reliably group up, especially not when highsec pretty much does this on its own.
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