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Marauders Overhaul

Author
Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#1 - 2013-08-22 05:22:38 UTC  |  Edited by: Grunnax Aurelius
What I propose is that Marauders role changes to be something a little bit modular, meaning the ship hull itself can have a universal bonus across all races, but have one subsystem slot that allows you to choose between 1 of 3 roles.

Proposed universal bonus on hull: 5% reduced spool up time on Large Micro Jump Drives

This subsystem defines the slot allocation and bonuses, the roles would be like the following:

Caldari
- Caldari Siege Systems
- Caldari Triage Systems
- Caldari Assault Systems

Amarr
- Amarr Siege Systems
- Amarr Triage Systems
- Amarr Assault Systems

Gallente
- Gallente Siege Systems
- Gallente Triage Systems
- Gallente Assault Systems

Minmatar
- Minmatar Siege Systems
- Minmatar Triage Systems
- Minmatar Assault Systems

About the systems:
- Siege: It would be a 4 Hi Slot Loadout with 3 Turret or Launcher hardpoints depending on the racial subsystem and the 4th slot for a newer smaller version of the current siege module, making the ship a Sub-Capital Dreadnought as a first step towards before training a Dreadnought itself. So their is also a way to siege thing more efficiently in Hi Sec but also being more mobile in low sec and null without having to rely on a cyno for travel, and can just ravel by conventional means (ship does not have a jump drive) Large Micro Jump Drives cannot be activated while siege mode is engaged.

- Triage: It would be a 5 Hi Slot Loadout with no weapon hardpoints, it will give the ship bonuses to shield and/or armor transfers and energy transfers, with the 5th slot for a newer smaller version of the current triage module depending on the racial subsystem, making the ship a Sub-Capital Carrier as a first step towards before training a Carrier itself. So their is also a way to bring big reps to the field in Hi Sec but also being more mobile in low sec and null without having to rely on a cyno for travel (ship does not have a jump drive) Large Micro Jump Drives cannot be activated while triage mode is engaged.

- Assault: This would be a hybrid setup between the dreadnought and the carrier by tacking the gun aspects from the dreadnought and taking the drone/fighter aspects from the carrier, making this a combat load out instead of a more focused stand point, meaning that the ship is more for being used in fleet battles etc (ship does not have a jump drive) note will only have a few guns and only be able to have 5 drones out at once.

Bellow is the stats for the new Modules and the Ship Redesigns:

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#2 - 2013-08-22 05:22:47 UTC  |  Edited by: Grunnax Aurelius
MARAUDERS SIEGE MODE MODULES

Marauder Siege Module I
400PWG usage
80CPU usage
(When Active)
300s Activation Time
200 Strontium Clathrates Consumption
+300% Missile Damage
+300% Turret Damage
+75% Shield Boost Bonus
-25% Shield Boost Duration
+75% Armor Repair Bonus
-25% Armor Repair Duration
-100% Max Velocity
x10 Mass Multiplier
Max Targets Locked 3


Marauder Siege Module II
450PWG usage
100CPU usage
(When Active)
300s Activation Time
200 Strontium Clathrates Consumption
+300% Missile Damage
+300% Turret Damage
+100% Shield Boost Bonus
-50% Shield Boost Duration
+100% Armor Repair Bonus
-50% Armor Repair Duration
-100% Max Velocity
x10 Mass Multiplier
Max Targets Locked 4


Marauder Triage Module I
400PWG
80CPU
(When Active)
300s Activation Time
200 Strontium Clathrates Consumption
+75% Shield Boost Bonus
-25% Shield Boost Duration
+75% Shield Transfer Amount
-25% Shield Transfer Duration
+75% Armor Repair Bonus
-25% Armor Repair Duration
+75% Remote Armor Repair Amount
-25% Remote Armor Repair Duration
+400% Scan Resolution
-100% Max Velocity
x10 Mass Multiplier

Marauder Triage Module II
400PWG
80CPU
(When Active)
300s Activation Time
200 Strontium Clathrates Consumption
+100% Shield Boost Bonus
-50% Shield Boost Duration
+100% Shield Transfer Amount
-50% Shield Transfer Duration
+100% Armor Repair Bonus
-50% Armor Repair Duration
+100% Remote Armor Repair Amount
-50% Remote Armor Repair Duration
+400% Scan Resolution
-100% Max Velocity
x10 Mass Multiplier

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#3 - 2013-08-22 05:22:55 UTC  |  Edited by: Grunnax Aurelius
GOLEM

Caldari Battleship Bonuse:
7.5% bonus to Shield Boost amount per level

Marauder Skill Bonus:
5% reduction to the spool up time of micro jump drives per level

Role Bonus: Can fit Marauder Reconfiguration Modules (MRM)

Slot layout: 0H, 7M, 4L, 2 Rigs, 1 MRM; 0 turrets, 0 launchers
Fittings: 0 PWG, 0 CPU
Defense HP (shields / armor / hull): 11000 / 6000 / 6000
Defense Resists (Shield EM, Th, Ki, Ex / Armour EM, Th, Ki, Ex): 0, 40, 47.5, 50 / 50, 58.75, 34.375, 10
Capacitor (amount / recharge rate / cap/s): 6000 / 950s / 6.3/s
Mobility (max velocity / agility / mass): 110 / .12 / 100200000
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 80mm / 10
Sensor strength: 24 Gravimetric
Signature radius: 575m
Cargo: 1225m3

Caldari Siege Systems
+5 Hi Slots
+4 Launcher Hardpoints
+75m3 Drone Bay
+75 Drone Bandwidth
+7300 PWG
+750 CPU
Caldari Battleship Bonus:
10% bonus to Cruise Missile and Torpedo max velocity per level
10% bonus to Cruise Missile and Torpedo max velocity and flight time
Marauder Skill Bonus:
7.5% bonus to Cruise Missiles and Torpedo explosion radius per level
5% bonus to Cruise Missile rate of fire per level
Role Bonus: Can fit Marauder Siege Module

Caldari Triage Systems
+5 Hi Slots
+200m3 Drone Bay
+200 Drone Bandwidth
+2600 PWG
+820 CPU
Caldari Battleship Bonus:
150% bonus to Shield Transfer and Energy transfer range per level
20% bonus to Shield Bot Max Velocity and transfer range per level
Marauder Skill Bonus:
15% bonus to Shield Transfer and Energy Transfer capacitor use per level
20% bonus to Shield Bot transfer amount per level
Role Bonus: Can fit Marauder Triage Module

Caldari Assault Systems
+6 Hi Slots
+4 Launcher Hardpoints
+400m3 Drone Bay
+125 Drone Bandwidth
+8750 PWG
+960 CPU
Caldari Battleship Bonus:
5% bonus to Cruise Missiles and Torpedo damage per level
5% bonus to Cruise Missile and Torpedo rate of fire per level
Marauder Skill Bonus:
10% bonus to Drone hitpoints and damage per level
7.5% bonus to Medium Drone speed and tracking per level
Role Bonus: 100% bonus to Cruise Missiles and Torpedo damage

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#4 - 2013-08-22 05:23:02 UTC  |  Edited by: Grunnax Aurelius
VARGUR

Minmatar Ship Bonus:
7.5% bonus to Shield Boost amount per level

Marauder Skill Bonus:
5% reduction to the spool up time of micro jump drives per level

Role Bonus: Can fit Marauder Reconfiguration Modules (MRM)

Slot layout: 0H, 6M, 5L, 2 Rigs, 1 MRM; 0 turrets, 0 launchers
Fittings: 0 PWG, 0 CPU
Defense HP (shields / armor / hull): 10000 / 7000 / 6000
Defense Resists (Shield EM, Th, Ki, Ex / Armour EM, Th, Ki, Ex): 25, 30, 40, 50 / 70, 43.125, 25, 10
Capacitor (amount / recharge rate / cap/s): 6100 / 950s / 6.4/s
Mobility (max velocity / agility / mass): 130 / .1 / 106100000
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 85mm / 10
Sensor strength: 21 Ladar
Signature radius: 425m
Cargo: 1150m3

Minmatar Siege Systems
+5 Hi Slots
+4 Turret Hardpoints
+75m3 Drone Bay
+75 Drone Bandwidth
+8250 PWG
+718 CPU
Minmatar Battleship Bonus:
5% bonus to Large Projectile Turret rate of fire per level
10% bonus to Large Projectile Turret falloff per level
Marauder Skill Bonus:
7.5% bonus to Large Projectile Turret tracking per level
5% bonus to Large Projectile Turret damage per level
Role Bonus: Can fit Marauder Siege Module

Minmatar Triage Systems
+5 Hi Slots
+200m3 Drone Bay
+200 Drone Bandwidth
+2350 PWG
+925 CPU
Amarr Battleship Bonus:
150% bonus to Shield Transfer and Tracking Link range per level
20% bonus to Shield Bot max velocity and transfer range per level
Marauder Skill Bonus:
15% bonus to Shield Transfer capacitor use per level, 10% Tracking Link efficiency per level
20% bonus to Shield Bot transfer amount per level
Role Bonus: Can fit Marauder Triage Module

Minmatar Assault Systems
+6 Hi Slots
+4 Turret Hardpoints
+400m3 Drone Bay
+125 Drone Bandwidth
+8400 PWG
+785 CPU
Minmatar Battleship Bonus:
5% bonus to Large Projectile Turret damage per level
5% bonus to Large Projectile Turret rate of fire per level
Marauder Skill Bonus:
10% bonus to Drone hitpoints and damage per level
7.5% bonus to Light Drone speed and tracking per level
Role Bonus: 100% bonus to Large Projectile Turret damage

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#5 - 2013-08-22 05:23:12 UTC  |  Edited by: Grunnax Aurelius
PALADIN
Amarr Ship Bonus:
7.5% bonus to Armor Repair amount per level

Marauder Skill Bonus:
5% reduction to the spool up time of micro jump drives per level

Role Bonus: Can fit Marauder Reconfiguration Modules (MRM)

Slot layout: 0H, 4M, 7L, 2 Rigs, 1 MRM; 0 turrets, 0 launchers
Fittings: 0 PWG, 0 CPU
Defense HP (shields / armor / hull): 6000 / 110000 / 6000
Defense Resists (Shield EM, Th, Ki, Ex / Armour EM, Th, Ki, Ex): 0, 20, 47.5, 62.5 / 50, 35, 34.375, 40
Capacitor (amount / recharge rate / cap/s): 6200 / 950s / 6.5/s
Mobility (max velocity / agility / mass): 110 / .128 / 105200000
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 81km / 80mm / 10
Sensor strength: 22 Radar
Signature radius: 500m
Cargo: 1125m3

Amarr Siege Systems
+5 Hi Slots
+4 Turret Hardpoints
+75m3 Drone Bay
+75 Drone Bandwidth
+12750 PWG
+720 CPU
Amarr Battleship Bonus:
5% bonus to Large Energy Turret rate of fire per level
10% bonus to Large Energy Turret optimal per level
Marauder Skill Bonus:
7.5% bonus to Large Energy Turret capacitor usage per level
5% bonus to Large Energy Turret damage per level
Role Bonus: Can fit Marauder Siege Module

Amarr Triage Systems
+5 Hi Slots
+200m3 Drone Bay
+200 Drone Bandwidth
+6500 PWG
+475 CPU
Amarr Battleship Bonus:
150% bonus to Remote Armor Repair and Energy transfer range per level
20% bonus to Armor Bot Max Velocity and transfer range per level
Marauder Skill Bonus:
15% bonus to Remote Armor Repair and Energy Transfer capacitor use per level
20% bonus to Armor Bot transfer amount per level
Role Bonus: Can fit Marauder Triage Module

Amarr Assault Systems
+6 Hi Slots
+4 Turret Hardpoints
+400m3 Drone Bay
+125 Drone Bandwidth
+14900 PWG
+610 CPU
Amarr Battleship Bonus:
5% bonus to Large Energy Turret damage per level
5% bonus to Large Energy Turret rate of fire per level
Marauder Skill Bonus:
10% bonus to Drone hitpoints and damage per level
7.5% bonus to Heavy Drone speed and tracking per level
Role Bonus: 100% bonus to Large Energy Turret damage

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#6 - 2013-08-22 05:23:19 UTC  |  Edited by: Grunnax Aurelius
KRONOS

Gallente Ship Bonus:
7.5% bonus to Armor Repair amount per level

Marauder Skill Bonus:
5% reduction to the spool up time of micro jump drives per level

Role Bonus: Can fit Marauder Reconfiguration Modules (MRM)

Slot layout: 0H, 4M, 7L, 2 Rigs, 1 MRM; 0 turrets, 0 launchers
Fittings: 0 PWG, 0 CPU
Defense HP (shields / armor / hull): 6000 / 100000 / 7000
Defense Resists (Shield EM, Th, Ki, Ex / Armour EM, Th, Ki, Ex): 0, 30, 55, 50 / 50, 43.125, 51.25, 10
Capacitor (amount / recharge rate / cap/s): 6100 / 950s / 6.4/s
Mobility (max velocity / agility / mass): 120 / .118 / 101800000
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 87km / 80mm / 10
Sensor strength: 23 Magnetometric
Signature radius: 500m
Cargo: 1275m3

Gallente Siege Systems
+5 Hi Slots
+4 Turret Hardpoints
+75m3 Drone Bay
+75 Drone Bandwidth
+10550 PWG
+550 CPU
Gallente Battleship Bonus:
5% bonus to Large Hybrid Turret rate of fire per level
10% bonus to Large Hybrid Turret falloff per level
Marauder Skill Bonus:
7.5% bonus to Large Hybrid Turret tracking per level
5% bonus to Large Hybrid Turret damage per level
Role Bonus: Can fit Marauder Siege Module

Gallente Triage Systems
+5 Hi Slots
+200m3 Drone Bay
+200 Drone Bandwidth
+6500 PWG
+500 CPU
Gallente Battleship Bonus:
150% bonus to Remote Armor Repair and Tracking Link range per level
20% bonus to Armor Bot Max Velocity and transfer range per level
Marauder Skill Bonus:
15% bonus to Remote Armor Repair capacitor usage per level, 10% Tracking Link efficiency per level
20% bonus to Armor Bot transfer amount per level
Role Bonus: Can fit Marauder Triage Module

Gallente Assault Systems
+6 Hi Slots
+4 Turret Hardpoints
+400m3 Drone Bay
+125 Drone Bandwidth
+13000 PWG
+620 CPU
Gallente Battleship Bonus:
5% bonus to Large Hybrid Turret damage per level
5% bonus to Large Hybrid Turret rate of fire per level
Marauder Skill Bonus:
10% bonus to Drone hitpoints and damage per level
7.5% bonus to Sentry Drone optimal and tracking per level
Role Bonus: 100% bonus to Large Hybrid Turret damage

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#7 - 2013-08-22 05:23:28 UTC  |  Edited by: Grunnax Aurelius
Let me know what you think, what could be changed, whether or not you like the concept etc.

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Bakuhz
Banana-Republic.
Shadow Cartel
#8 - 2013-08-22 07:52:07 UTC
Grunnax Aurelius wrote:
Let me know what you think, what could be changed, whether or not you like the concept etc.


nicely done grun,

good to have fully worked out stats must have taken you all night to tinker with eveHQ

very nice +1

https://zkillboard.com/character/584042527/

Arthur Aihaken
CODE.d
#9 - 2013-08-22 08:15:16 UTC
Grunnax Aurelius wrote:
Let me know what you think, what could be changed, whether or not you like the concept etc.


I like the idea... for T3 Flagships (battleships). :D

I am currently away, traveling through time and will be returning last week.

hmskrecik
TransMine Group
Gluten Free Cartel
#10 - 2013-08-22 08:31:04 UTC
With hulls like these, why would you fly other ships?

Nice work man but to me it looks like power creep. Sorry.
Cade Windstalker
#11 - 2013-08-22 08:48:30 UTC
This appears to be an attempt to turn Marauders into Battleship sized capital ships.

While I appreciate the time and effort put into this I think it's about the farthest thing from a balanced approach to these ships and way too close to Tech 3 Battleships, which CCP stated when the T3 Cruisers came out was never going to happen.
elitatwo
Zansha Expansion
#12 - 2013-08-22 09:23:57 UTC
Oh mah gawd that would be awesome..

Nobody would care if we just obsolete every ship in EVE with one to rule them all.

And why stop there?

Make a class of super tech 5 ships with only small bonusses like,

+500% tracking of frigates, cruisers and battlecruisers,
immune to all forms of ewar,
interdiction nullified,
takes no heat damage from overheating,
+ infinate amount of speed from all mwd's,
no signatur penalty from mwd's,
can instapop all capital ships,
can fit new tech5 covert ops cloak that doesn't need to uncloak, just because you jumped through a gate,
does not appear in any local or d-scan,
can fit special device that kills all ship in a ball of fire at 100AU,
automatically kills the pod of the pilot who dares to look at you,
when set to autopilot it will automatically kill every boat on grid with you in low-, nullsec and wh space,

- note can fit super cannon that needs no ammo, no capacitor, 10mm signatur radius, 100 rad/s tracking, 5 billion hp damage, duration 1 second

and lets make them not too fast, so you can catch them, so the base speed could be only 1000m/s,
the new tech 5 class of ships would be not of metal and alloys, but a supermass-free neutron emission and has zero mass,

- the signature radius should not be too small, so capital guns could track them so somewhere like 1m,

but it also shouldn't be so easy to kill so it could have tech5 resist profiles like 99% thermal, kinetic, explosive and em to all shields, armor and hull.

they would all have 2 high, 8 medium and 8 lows

oh well it needs a downside, so it gets a jumpdrive that docks you in every npc station of you're choice if case you disconnect from the client, log out or the downtime.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Turelus
Utassi Security
#13 - 2013-08-22 09:39:21 UTC
I like the MJD bonus TBH, that would make for an interesting niche for them.

I would like to see them keep some of their current roles though, while they're not the most viable PVP ships I would have based that more on cost that their role. Fleets of 1bil ships are always going to be rare in EVE.
Having a ship which has a good (and liked) role towards PVE isn't a bad thing.

Turelus CEO Utassi Security

Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#14 - 2013-08-22 10:24:30 UTC
Turelus wrote:
I like the MJD bonus TBH, that would make for an interesting niche for them.

I would like to see them keep some of their current roles though, while they're not the most viable PVP ships I would have based that more on cost that their role. Fleets of 1bil ships are always going to be rare in EVE.
Having a ship which has a good (and liked) role towards PVE isn't a bad thing.


you do realise that navy battleships foreful the role better with less isk required and less training intense, all the marauder does allow incombat salvaging for a shyte load more isk and training time.

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

hmskrecik
TransMine Group
Gluten Free Cartel
#15 - 2013-08-22 11:42:12 UTC  |  Edited by: hmskrecik
Grunnax Aurelius wrote:
you do realise that navy battleships foreful the role better with less isk required and less training intense, all the marauder does allow incombat salvaging for a shyte load more isk and training time.

Actually, Marauders' bonuses reach way beyond salvaging-on-the-go.

- Resists and active repair bonus for rock solid tank not requiring any substantial pimpage.
- Role bonus for ammo conservation.
- Damage application bonuses.
- Rather generous fitting conditions (role bonus, again). Apart from Arty Vargur, ships can be fitted without major compromises.
- Cargo hold either for loot/salvage or for cap charges or replacement modules.

Even if not looting during missions, the tractor bonus comes quite handy at times.

I don't know what CCP plans regarding Marauders but in my opinion, as PVE ships, they are quite good where they currently are.
kerradeph
Aliastra
Gallente Federation
#16 - 2013-08-22 18:38:50 UTC
I'm really hoping the armour on the kronos and paladin is a typo. other than that, I see the kronos becoming somewhat FOTM with those sentries.
Traedar
InterStellar Trading Syndicate
#17 - 2013-08-22 22:45:28 UTC
It's an interesting idea but versatility is a T3 thing. T2 is about specialization. However I think you're on to something with BSes being able to deploy to a mode where they get big bonuses.

When T2 BS were first announced I thought it would be neat to deploy them into an anti-support mode where they get the big bonuses to tanking and DPS but are immobile and get a big sig bloom (like +400%) for the duration. Their weakness would be a vulnerability to Dreads. This deployment to Battle Mode would take fuel and last 5 minutes like a siege cycle.

In light of recent rebalancing, I think that just making a BS like this that gets some massive bonus to DPS while deployed is not really likely as this ship would be waaay too good at PVE and would make other ships obsolete for this. BUT, perhaps instead if it has bonuses to damage application such as +100% missile explosion velocity, +100% turret tracking, -50% explosion radius, -50% to er turret size damage applier. This would be in addition to a tanking bonus like Siege and Triage mode give such as perhaps +100% shield boosting and armor repping. The tanking bonus might not be necessary and might be a bit OP, not sure there.

Rikimaru Ichikawa
Imperial Academy
Amarr Empire
#18 - 2013-08-24 13:35:38 UTC
Grunnax Aurelius wrote:
Let me know what you think, what could be changed, whether or not you like the concept etc.


I like the concept in and of itself, a few details may need adjusting, but it's an interesting spin. Really depends on what CCP has in mind for them, if it's close on track or not to what they've got planned... But definitely one of the more interesting options I've seen. Smile
Snape Dieboldmotor
Minotaur Congress
#19 - 2013-08-24 13:54:43 UTC
Great ideas here for more interesting pvp options, however mission running seems like a problem.
Bakuhz
Banana-Republic.
Shadow Cartel
#20 - 2013-08-26 19:35:04 UTC
Snape Dieboldmotor wrote:
Great ideas here for more interesting pvp options, however mission running seems like a problem.


i only care for PvP for missiosn you dont need a overly prices ship thats so carebearish

https://zkillboard.com/character/584042527/

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