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Super-Dreadnoughts a new idea?

Author
Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#1 - 2013-07-26 02:16:06 UTC  |  Edited by: Toxic Paradox
Not really! a niche that many think needs filling? Yes!

After watching the powers that be control vast swaths of nullsec and reading various blogs, forums, articles, spin-master 3000 reports, even the tinfoil hat wearing eve citizens saying something has to be done..

There is a current gap and common feeling with relation to the reference of the "Golden Rule" he who holds the gold makes the rules. In EVE this translates quite nicely into the "Super Rule" he who holds the supers makes the rules. As there is no counter to them except "more supers than they have"

With that in mind I present this:

"ORION" Class Ships "Super Dreadnoughts" since the brits developed them first, I'll plug their ship classification!

Can only target Super capitals and Structures . Has 6 High slots( racial balancing obviously). Can only be built in High sec(please read all of the thread before assuming. it is explained) Can ony be fit or refit in 0.0 space(mechanic already employed/used with bubbles) and eliminates a highsec exploit with regard to structures.


Here is what I've worked out for base attributes of an Amarr version:

Role Bonus:

Can fit EWAR reconfiguration module( siege type mod that allows use of Capital class EWAR mods) *class specific for Orion class vessels only!
Can fit Tactical reconfiguration module
Can fit Capital class Smart bomb * class specific fit for Orion class vessels only !
*can only fit 1 of these modules at a time.

Amarr Dreadnought skill bonus:
%10 reduction in Capital Energy Turret capacitor use
%4 bonus to Capital Energy Turret rate of fire per level


Structure Base HP: 680,000 hp
Mass: 2,145,625,000 m3
Volume: 61,975,000,000 m3/ 1,000,000 m3 packaged
Inertia modifier .0455 x
resists (EM/TH/KN/EX) 0/0/0/0

Armor base HP: 1,085,000 hp
resists: 50/35/25/20

Shield base HP: 533,000
recharge: 30,000/sec
resists: 0/20/40/50

Capacitor: 91,000 gj
Recharge: 5100 gj/sec

Targeting:
Range: 97.5 km
max #: 7
Scan Res: 50mm
RADAR sensor strength: 150 points
sig radius: 10 km


Base Value "HULL ONLY" : 30-35 BIL seems on target from carrier to dread is approx same increase %.

Will fill the ISK margin from MOM to TITAN.

Racial bonuses( work in progress)

Ship Names:
Minmatar= Snua

Amarr= Nitor

Caldari= Tutulan

Galente= Revoquer

At this point I'm looking for interest and constructive input from the community as to the viability of this class of Vessel in the current and future EVE universe. I will be updating these attributes as input and ideas come in.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#2 - 2013-07-26 02:29:28 UTC
The last thing Eve online needs right now is another super capital when the previous ones are in need to a rebalance to correct for CCP thinking only 5 or so would ever be built.
Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#3 - 2013-07-26 02:33:56 UTC
I understand CCP's original thinking of only a few ever being built as well as most of the community. The fact is more were built. There is no current counter to them and CCP is not likely to remove them..
Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#4 - 2013-07-26 02:47:04 UTC  |  Edited by: Toxic Paradox
I can agree adding more supers doesn't seem the practical response. Simply Buffing/Nerfing the current one's for the next undetermined amount of time will not fix it either. Adding a super counter is more plausible solution to the problem and it fills a gap in the super spectrum. IMO
Kirtar Makanen
State War Academy
Caldari State
#5 - 2013-07-26 04:00:38 UTC
Or you could just use a titan.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#6 - 2013-07-26 05:41:03 UTC
Toxic Paradox wrote:
I can agree adding more supers doesn't seem the practical response. Simply Buffing/Nerfing the current one's for the next undetermined amount of time will not fix it either. Adding a super counter is more plausible solution to the problem and it fills a gap in the super spectrum. IMO


If there was only 1 hull for battleships (DPS roles with non existent tracking) and 1 hull for cruisers (logis with drone bays)... sub caps would be in a similar situation than Capitals and Supers are now.

You have to be a fool to dismiss expanding the hulls of capitals and supers... developing those 2 classes of ships as extensively as sub-caps have been developed over the decades.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#7 - 2013-07-26 06:08:11 UTC
So we go from "he who owns the most super/titans makes the rules" to "he who owns the most super dreads and supers titans makes the rules" ?

Because this is exactly what would happen in the end.
If more Titans supers need to be killed it's by changing some mechanics instead of nerf nerf nerf nerf nerf and dam nerf again.

Make POS guns and modules really a huge pain in the ass to kill and force numbers to bring them down, if the silliness of a single sieged dread taking out pos mods stops and turns out to be something really painful to do requiring numbers.

By doing this, taking over valuable moons will bring more interesting fights with those ships instead of a single battleship fleet throwing shells in optimal or a couple untanked dreads with carrier support blasting everything fingers in the nose.

The tedious and boring structure grind must take an end, it's unfun, boring and makes mining actually look fun.

No more ships of super/titan class are needed but mechanics changed to make this game more dynamic, my proposal would probably bring more of those ships kills than add another super duper thing finishing in a larger power group than it was before.

removed inappropriate ASCII art signature - CCP Eterne

Vizvig
Savage Blizzard
#8 - 2013-07-26 06:28:56 UTC
Moar supers more powerful than existing ones, TAKE MY MONEY I WANT THIS.
Ronny Hugo
KarmaFleet
Goonswarm Federation
#9 - 2013-07-26 16:14:36 UTC  |  Edited by: Ronny Hugo
This is just another ship to have more of than the other alliance.

If you wish to have the number of capitals have a diminished importance, you must invent a better sovereignty system where the proper tactic can take and hold sovereignty without having the most capital pilots. But in reality, active pilots is how you win the war, by having your pilots be active and fighting longer than the enemy (not most on-line time per day, then you just overwork your pilots). Not the number of capitals itself. So if you are good at making the enemy pilots not bother to log on to fight, the number of capitals they have doesn't matter.

EDIT: I think the book: The Art of War should be a part of the tutorial.
Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#10 - 2013-07-26 23:39:39 UTC
Sergeant Acht Scultz wrote:
So we go from "he who owns the most super/titans makes the rules" to "he who owns the most super dreads and supers titans makes the rules" ?

Because this is exactly what would happen in the end.
If more Titans supers need to be killed it's by changing some mechanics instead of nerf nerf nerf nerf nerf and dam nerf again.

Make POS guns and modules really a huge pain in the ass to kill and force numbers to bring them down, if the silliness of a single sieged dread taking out pos mods stops and turns out to be something really painful to do requiring numbers.

By doing this, taking over valuable moons will bring more interesting fights with those ships instead of a single battleship fleet throwing shells in optimal or a couple untanked dreads with carrier support blasting everything fingers in the nose.

The tedious and boring structure grind must take an end, it's unfun, boring and makes mining actually look fun.

No more ships of super/titan class are needed but mechanics changed to make this game more dynamic, my proposal would probably bring more of those ships kills than add another super duper thing finishing in a larger power group than it was before.


I can understand what your saying about there just being more supers. The change would be the infighting and strategic use of the new class/Modules as a counter to current supers. As in sub-cap warfare being able to mitigate damage or effectiveness of your enemy with specialized ships and doctrines.

Super-caps are already well beyond initially intended numbers and growing daily. I believe expanding the class to specialized counterparts to make Super cap warfare a tactical and complex maneuver is the answer. Right now all they do is Jump, point and shoot.... With diversity comes unexpected outcomes. The current system with 2 super caps outcome is decided purely by numbers.
Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#11 - 2013-07-26 23:43:47 UTC
Ronny Hugo wrote:
This is just another ship to have more of than the other alliance.

If you wish to have the number of capitals have a diminished importance, you must invent a better sovereignty system where the proper tactic can take and hold sovereignty without having the most capital pilots. But in reality, active pilots is how you win the war, by having your pilots be active and fighting longer than the enemy (not most on-line time per day, then you just overwork your pilots). Not the number of capitals itself. So if you are good at making the enemy pilots not bother to log on to fight, the number of capitals they have doesn't matter.

EDIT: I think the book: The Art of War should be a part of the tutorial.




It's not diminished importance of the supers I'm aiming at. The fact is there is so many of them now and more pilots getting into them daily that the Super-cap class of ships needs to be expanded. Just as sub-cap ships have been expanded to help balance new content and player driven situations that were not originally considered by CCP.

As Far as the Sovereignty issue that has needed help for years and that's not going to get fixed any time soon. And the numers of Supers being built is not slowing down at all.
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#12 - 2013-07-27 04:40:21 UTC
Better Idea. Why not have a alternate dread used exclusively for killing super caps. Same overall ehp of a normal dread but It can fit a DoomsDay for use on supers. For balancing prepossess I would give the DD a minute to spool up, to give the super a chance. The damage from the DD could either be hard or soft form (ie can only be used on supers or from kind of sig+effect.)
The ships bonus would allow it for fire the DD faster and for harder. It would also have some form of siege allowing it to use the DD and to keep it from warping, tho I do feel it should still be able to move.

I think that could work. I don't think that adding any more supers to the game is a good idea, not in their current form at least.


Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#13 - 2013-07-27 14:18:16 UTC  |  Edited by: Toxic Paradox
Honestly this whole thing can be done better and make more sense with a rework of the MOM towards a support role. And work a Super Dread into the Middle ground DPS between the current dreads and Titans. Although I'm sure current MOM pilots will protest vigorously against losing their DPS role to more of a support one(nerfing the drone capabilities a bit in exchange for the EWAR option I outlined). Which is why I chose the current one.

I considered a DD for this idea and rather quickly dismissed it. DD's are a Titan's toy and it should stay that way.

The increased DPS of this ship class would come from the additional 2 Turret hard points. When in siege that would be a %50 increase in DPS over the current dreads. Additionally the sole purpose of this ship is not DPS. It would include the ability to use Capital class EWAR modules such as Damps, TD's, ECM. Or inversely use capital class remote boosts. I had also considered a Capital class Smart Bomb that could be fit in place of the Siege Module( can only fit one or the other) that would be able to do some impressive DMG to Fighter Bombers.

The Idea is not to add just another super weapon. It's to add a viable alternative to sheer DPS in the Super Cap class of ship. Make it a more versatile/support ship for or against supers. Thus making super cap warfare more emergent and unpredictable in the outcome when fighting superior numbers.
Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#14 - 2013-07-27 23:03:37 UTC
Updated original post to include baseline attributes of an Amarr version. Also updated fitting/module possibilities to think on.
Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#15 - 2013-07-28 02:01:16 UTC  |  Edited by: Toxic Paradox
Additional Ideas for this Ship class include integration between High-sec and Null-sec including current Wardec mechanics.

This ship class can "only be built in High Sec". Since it has no drones and can only fit/refit modules in 0.0 space (same parameter already exists for bubbles), and target Super capitals or Structures. This ship class is a non issue for High sec dwellers other than promoting gf's and making the Wardec mechanic useful.

This aids in the Wardec mechanics allowing and promoting the integration and cooperation between High/Low/Null sec alliances and corporations to defend the builds of these ships. Making alt corps and alts a bit more visible yet expanding on the possibility of more integration between Null/Low/High sec entities. Making Wardec's a mechanic players will want to participate in rather than just log off, jump corp, or wait it out any of which is bad for subscriptions.

This will also help non-sov holding corporations and alliances remain relevant without necessarily being part of a coalition and/or being a pet of some super coalition leader.... once again this promotes emergent gameplay, and expands the focus of coalitions,alliances, and corporations to "include: not shun" different styles of gameplay.

Wormholers you were not forgotten:) They(Orion Class) cannot be built in a WH but can they travel through one(class 6 only)... possible WH class Specific Super in the future but I'm focused on this idea at the moment...

Please take the time to revisit this thread as I continue to update the attributes and specifications of the ORION ship class as I work it out. More importantly share your concerns and ideas constructively:)
Lyonidis Spartaa
Viziam
Amarr Empire
#16 - 2013-07-28 06:26:58 UTC
Love the idea of only being able to be built in High Sec. This will makes the wardecs useful.
Catherine Laartii
Doomheim
#17 - 2013-07-28 06:44:29 UTC  |  Edited by: Catherine Laartii
I do like the concept, but I'd like to amend it slightly.

I believe that regular dreadnoughts should have the tactical reconfig mod be a non-cycled mod, but without the tanking bonuses it gets, or the weapon penalties, and can recieve RR. The tradeoff would be that damage be reduced, and is used directly as an anti-capital ship, rather than a siege machine. The addition of 'super' dreadnoughts would allow for ships a bit larger than current dreads, with more weapon slots and heavier defenses. They would get a directly named 'siege' module different that the tactical reconfig that functions very much the same as the current one, but prevents incoming reps. It will do more damage that current dreads or motherships, but less than titans, and has such severe tracking penalties that it can't shoot anything a super, but compensates by a "quantum anchor" that keeps it firmly rooted in one place during its siege cycle.

It would be classified as a supercap, and like the mothership or titan, would be too large to dock. This would round out the same big/small companion scheme that carriers have; this allows a field dread for the current ones, with the role being more heavily enforced, and a siege dread, for attacking installations and supercaps specifically, and not much anything smaller.

EDIT: I would also like to allow dockable dreads and carriers in high security space, and be able to jump through gates rather than be forced to cyno in, even though they would be able to have that ability. I find it unfair that they are pretty much the same rough size as a freighter, but too large to jump through a gate.
Lephia DeGrande
Luxembourg Space Union
#18 - 2013-07-28 08:22:16 UTC  |  Edited by: Lephia DeGrande
Give Black Ops something against Super Caps (Bonus or Moduls) and you have all your questions solved.
Dragnir
Hostile.
PURPLE HELMETED WARRIORS
#19 - 2013-07-28 09:03:33 UTC
Lephia DeGrande wrote:
Give Black Ops something against Super Caps (Bonus or Moduls) and you have all your questions solved.



that's actually quite interesting. like bcs fitting large weapons, give them (BO) capital size weapons and a tracking only able to hit supers.
that would also solve some of the hotdropping problems.
Shereza
Center for Advanced Studies
Gallente Federation
#20 - 2013-07-28 12:16:48 UTC
Could we also get monitors (approximately 2.5x the "size" of a super dreadnought), super monitors (at least 50% larger than monitors), and devastators (at least 2.5x the "size" of a super monitor) as well? Hell, while we're at it how about some battle planetoids? I'd love to make something like an Utu class planetoid myself. So what if it's the size of Earth's moon... Cool
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