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Player Features and Ideas Discussion

 
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Idea: New Capital (Hate me all you like)

Author
TheMercenaryKing
School of Applied Knowledge
Caldari State
#1 - 2014-01-23 18:04:05 UTC
Want to TL;DR, just rage at the bottom, i really couldn't care about your opinion and welcome to the internet.

So a while ago i posted a (now locked) thread for what was to be a discussion about removing jump drives from the game. Using that i came up with a probably posted before new Dreadnought design/tier/class ship.

But here is the main difference

  1. Shorter Jump range, and i mean really short like 5Ly (dreads are 12.5 with jump-cal V i think, might be 11.25)
  2. Can use gates, not allowed in high-sec
  3. Designed to be mobile and not use siege mode, but a new module
  4. Nowhere near the same DPS as current dreads in siege, but more dps than current out of siege


**subject to change for balance purposes

===Ship Lay out (Minmatar proof of concept)
Ship name: Thor
Skill: Minimatar Dreadnought
Class: Capital Assault Ship
Type: Attack



High slots: 6 (4 Turret)
Medium Slots: 7-8
Low slots: 5-6
Ship speed (base): 108 m/s [Say what]
Warp Speed: 1.25 AU/s
Align time (all level 5): 18-21 Seconds
Shield (base): 212K
Armor (base): 225K
Hull (base): 150K
Targeting Range (base): 78.5KM
Locked Targets: 4 (max in and out of Attack mode)
Scan Res (Base): 80mm
Drone bay: Null
Jump Range (base): 1.5Ly
Signature: 2250

(Minmatar CAS: Thor bonuses)
7.5% Bonus to Capital shield Boost per level
7.5% Bonus to Capital Projectile Turret Tracking
Role Bonus: Can Fit Attack Module (Not Siege)

(maybe) 50% increased range of Smartbombs

===Attack module===
Bonuses:

  • Max Velocity +75%
  • Signature -45%
  • Rate of Fire + 45% (decreased cycle time)
  • Increased Agility
  • Increase Sensor str
  • increased Tracking
  • lock not broken when module activated


Draw Backs

  • Cannot Warp/jump/refit with module active (2.5 minute cycle time on module)
  • Immune to some, not all ewar (Not immune to ECM, sensor damps, target painters, warp disruption)
  • -60% to targeting Range
  • -5% to shield/armor resistance but not allowed below 0
  • -50% to optimal range and Falloff


=======

This is a capital ship designed for capital and sub capital combat. By reducing the reliance on jump drive, the capital ship has more power designated to its navigational and combat tracking systems. But the maneuverability was not matched to its new found speed so some of the defenses were reduced.

The Attack module reconfigures some of the ships subsystems for increased combat prowess at the expense of other systems. While the ship tracking is just as good in attack mode as it is out, the increased rate of fire cause some inaccuracy at longer ranges.

Batelle
Federal Navy Academy
#2 - 2014-01-23 18:16:37 UTC
why?

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

TheMercenaryKing
School of Applied Knowledge
Caldari State
#3 - 2014-01-23 18:19:40 UTC
Batelle wrote:
why?


because i think it would be cool and that's all the reason i need for me to post it...except for when i troll.
Noxisia Arkana
Deadspace Knights
#4 - 2014-01-23 19:27:16 UTC  |  Edited by: Noxisia Arkana
I will take you up on your offer of hate.

Kudos for giving a well laid out idea even if I disagree with the need and balance of the ship.

Edit: Spelling is hard.