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Player Features and Ideas Discussion

 
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Micro Fleet For the WIN!

Author
Nikk Narrel
Moonlit Bonsai
#1 - 2013-07-21 13:57:18 UTC
Micro fleet

Cheap and disposable ships, size wise comparable to noob frigates.

All use limited to civilian modules.

Not visible in local, and to pilots flying these, local is in delayed mode.
Being on grid is limited to 100KM or less due to sensor limitations.
NO cloaking ability.
(Low to zero value for intel gathering)

They are slow warp speed, and have no cargo capacity.
(Civilian modules require no ammo)

These are disposable PvP ships, and have role types comparable to the T2 frigates.
Swiftstrike1
Swiftstrike Incorporated
#2 - 2013-07-21 19:52:03 UTC
So you want a class of ships for which some fundamental game mechanics are significantly different? I don't even know if that's possible to do and even if it is, I don't think it's a good idea.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Nikk Narrel
Moonlit Bonsai
#3 - 2013-07-21 21:10:01 UTC
Swiftstrike1 wrote:
So you want a class of ships for which some fundamental game mechanics are significantly different? I don't even know if that's possible to do and even if it is, I don't think it's a good idea.

We already have civilian modules.

We already have free noob ships.

This would add a few different versions, and limit them all as described.

We don't actually need to limit them to the range described for seeing on grid, and knowing who is in system through local.

And minus the covops versions, they could use the basic cloaks any ships have.

For simplicity, each racial noob ship could get bonuses for the role types.

Mnimatar could be the inty, for starters.
Nikk Narrel
Moonlit Bonsai
#4 - 2013-08-07 13:46:46 UTC
Katia Echerie
The Tuskers
The Tuskers Co.
#5 - 2013-08-07 14:15:01 UTC
Hmm... - 1

Instead of adding more ships all that would have to be done is make rookie ships semi useable. Give rookie ships enough slots to where they can be somewhat tanked or have some damage so that it would be technically possible to field a small fleet of them and actually kill something. Their bonuses don't have to change, they are already interesting, all they need is a 3 3 3 slot layout. They can stay without rigs even.
Nikk Narrel
Moonlit Bonsai
#6 - 2013-08-07 14:32:44 UTC
Katia Echerie wrote:
Hmm... - 1

Instead of adding more ships all that would have to be done is make rookie ships semi useable. Give rookie ships enough slots to where they can be somewhat tanked or have some damage so that it would be technically possible to field a small fleet of them and actually kill something. Their bonuses don't have to change, they are already interesting, all they need is a 3 3 3 slot layout. They can stay without rigs even.

I agree.

I simply used a back handed way of pointing out how we can already use many of the items already in the game.

All that really needs to happen, is that the noob ships simply need a bit more of a nudge towards roles.

A possible variation would be to allow a player to select a noob ship from a different race as their default, in case they realized they don't want to be stuck with one they enjoyed less.

(Such a change not being easy or quick, more of a selection made when upgrading or relocating the death clone.)