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Q Ship conversions for transport ships

Author
Hasikan Miallok
Republic University
Minmatar Republic
#61 - 2014-02-28 05:21:42 UTC
You know you can achieve all this with a bait ship and an escort fleet.
Meandering Milieu
The Scope
Gallente Federation
#62 - 2014-02-28 05:54:02 UTC
Everything wanting to be done here is actually doable by adding more T3 ships. I'd love to see T3 frigs, BCs, and a T3 indy. Subsystems have the ability to alter a ship entirely. Just make it so that different subsytems for the T3 indy don't change the ship model, and make one of its subsytems give it immunity to ship scans.

That Indy could be just a hauler, or a super miner, or a gas harvester, or it could be a combat ship in disguise with the EHP of a moderately tanked BC (thinking 30-50k ehp, depending on balance) and the DPS of a combat frig.

The gankers just don't know.
Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#63 - 2014-03-01 18:22:10 UTC
Meandering Milieu wrote:
Everything wanting to be done here is actually doable by adding more T3 ships. I'd love to see T3 frigs, BCs, and a T3 indy. Subsystems have the ability to alter a ship entirely. Just make it so that different subsytems for the T3 indy don't change the ship model, and make one of its subsytems give it immunity to ship scans.

That Indy could be just a hauler, or a super miner, or a gas harvester, or it could be a combat ship in disguise with the EHP of a moderately tanked BC (thinking 30-50k ehp, depending on balance) and the DPS of a combat frig.

The gankers just don't know.


I like how you think.
Nikk Narrel
Moonlit Bonsai
#64 - 2014-03-02 00:11:45 UTC
Aalysia Valkeiper wrote:
Meandering Milieu wrote:
Everything wanting to be done here is actually doable by adding more T3 ships. I'd love to see T3 frigs, BCs, and a T3 indy. Subsystems have the ability to alter a ship entirely. Just make it so that different subsytems for the T3 indy don't change the ship model, and make one of its subsytems give it immunity to ship scans.

That Indy could be just a hauler, or a super miner, or a gas harvester, or it could be a combat ship in disguise with the EHP of a moderately tanked BC (thinking 30-50k ehp, depending on balance) and the DPS of a combat frig.

The gankers just don't know.


I like how you think.

So, like the current strategic cruisers are to regular cruisers, you are proposing a BC class equivalent.

Specifically, one that could include realistic potential for mining and hauling.

Given the probable cost as the balance point for this, I would say yes, great idea.
I think it can even match or exceed the yield of a maxxed out Hulk fairly, considering that it would probably have a billion ISK price tag to achieve this.

A mining ship capable of fighting, but at a cost prohibitive to those not certain of themselves, sounds to me like it could be balanced.
Meandering Milieu
The Scope
Gallente Federation
#65 - 2014-03-05 11:11:50 UTC
Nikk Narrel wrote:
Aalysia Valkeiper wrote:
Meandering Milieu wrote:
Everything wanting to be done here is actually doable by adding more T3 ships. I'd love to see T3 frigs, BCs, and a T3 indy. Subsystems have the ability to alter a ship entirely. Just make it so that different subsytems for the T3 indy don't change the ship model, and make one of its subsytems give it immunity to ship scans.

That Indy could be just a hauler, or a super miner, or a gas harvester, or it could be a combat ship in disguise with the EHP of a moderately tanked BC (thinking 30-50k ehp, depending on balance) and the DPS of a combat frig.

The gankers just don't know.


I like how you think.

So, like the current strategic cruisers are to regular cruisers, you are proposing a BC class equivalent.

Specifically, one that could include realistic potential for mining and hauling.

Given the probable cost as the balance point for this, I would say yes, great idea.
I think it can even match or exceed the yield of a maxxed out Hulk fairly, considering that it would probably have a billion ISK price tag to achieve this.

A mining ship capable of fighting, but at a cost prohibitive to those not certain of themselves, sounds to me like it could be balanced.


Well actually I was proposing a Frig, Indy, and BC class equivalent. If you put subsystems on the indy version correctly, it would look like an indy ship, but tank like a BC and dps like an assault frig. With that setup I wouldn't think it could outmine a hulk. However other configurations would ideally let it outmine a hulk, or haul somewhere in between your average hauler and a freighter (giving people that much desired middle ground that has been proposed several times. ) as well as other possible roles.

But yes, an indie ship that could fight moderately at a substantial price tag, basically as you say. Mostly I just want more T3 options.
Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#66 - 2014-03-07 06:50:59 UTC  |  Edited by: Aalysia Valkeiper
Hasikan Miallok wrote:
You know you can achieve all this with a bait ship and an escort fleet.


The whole purpose here to to have a ship that is both the bait (because the ganker thinks it's a 'soft' target) AND the trap (because the ganker is wrong).
Reaver Glitterstim
The Scope
Gallente Federation
#67 - 2014-03-07 07:24:33 UTC
Q-ships exist in EVE. They are called put what you want in your slots. Ever heard of the Battle Badger? It's one of many great Q-ship designs.

What you are asking for is magic. Build your own Q-ships.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

JetStream Drenard
Jerkasaurus Wrecks Inc.
Sedition.
#68 - 2014-03-07 09:34:20 UTC
Reaver Glitterstim wrote:
Q-ships exist in EVE. They are called put what you want in your slots. Ever heard of the Battle Badger? It's one of many great Q-ship designs.

What you are asking for is magic. Build your own Q-ships.

What you are saying is best described as combat capability in a industrial hull, which has no combat bonuses, and the ehp of a frigate

What this thread is proposing is a combat capability in a combat hull disguised as an industrial, with bonuses, ehp, and resists to tank several gank fit attack battle cruisers.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#69 - 2014-03-07 09:55:13 UTC
Actually I disagree there, the point of a Q-Ship was commerce raider, it was disguised to cause maximum chaos amongst the enemy goods shipping. That wouldn't work in eve so here I would think the tank should hold up better against typical gank groups of several dessies, definitely not several BC's!
JetStream Drenard
Jerkasaurus Wrecks Inc.
Sedition.
#70 - 2014-03-07 10:27:05 UTC
Heh, my reach exceeds my grasp.
WaterMarks
The Keywork
#71 - 2014-03-07 14:44:17 UTC
Silvetica Dian wrote:
Nikk Narrel wrote:
Batelle wrote:
Its called fitting slots. Lots of non-combat ships have them. Battle orca, battle rorqual, battle industrial, battle hulk, these concepts have existed and seen occasional use for years.

That's all well and good, but when you see a ship currently, you automatically know it has predictable limits.

These ship's designs have some flexibility, but ultimately they are pigeon holed quite easily.

Now, the battle badger would be a more serious threat, if it could mount more weapons in exchange for sacrificing cargo space.

Some might think that this infringes on other ship classes, but the differences between a badger and a cruiser are more than just high slots and cargo room.
And for those who object at being fooled by an expectation of helplessness, just no.

EVE already has precedent for this type of design, as per ships in game already:
The Chimera's design is based upon the Kairiola, a vessel holding tremendous historical significance for the Caldari. Initially a water freighter, the Kairiola was refitted in the days of the Gallente-Caldari war to act as a fighter carrier during the orbital bombardment of Caldari Prime.

The original Chimera itself was a Q ship.


I have killed a few ships with a battle badger.
I have since learned that the hoarder makes a much better combat ship.
My corp mate often flys combat mining barges and they are great for provoking fights.
You can radically change most ships engagement envelopes with different fits.
You already have the tools to do what you want.


try a battle Bestower epic fun

-Fly Reckless-

Nikk Narrel
Moonlit Bonsai
#72 - 2014-03-07 15:06:36 UTC
WaterMarks wrote:
Silvetica Dian wrote:
I have killed a few ships with a battle badger.
I have since learned that the hoarder makes a much better combat ship.
My corp mate often flys combat mining barges and they are great for provoking fights.
You can radically change most ships engagement envelopes with different fits.
You already have the tools to do what you want.


try a battle Bestower epic fun

I feel that this is a novelty approach.

It could be fun, but the required circumstances for this seem unlikely to me.

In high sec, it is probable to operate at a loss, thanks to obvious reasons.
In null, sneaking such a vessel past gate camps seems unlikely to me.

If you plan to use an ambush, then I expect you are relying more than anything else on the rapid appearance of allies to seal the deal, as the ships you described seem incapable of beating covert threats, much less front line PvP opponents.
For this, you need tank and often points, to hold them for the real celebration.

I am thinking this is asking for ways to compromise the expected use of the ship, so that they can mislead opponents into fighting them directly.
This only makes sense, in my opinion, if the modified ship has a realistic chance, if not actual combat superiority.
Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#73 - 2014-03-11 20:20:32 UTC  |  Edited by: Aalysia Valkeiper
After reading the dev blogs on just providing a new paint scheme for ships, I realized the core game program would require any actual 'q-ship' to havea different class name than the ship it is designed from.

This would defeat the entire concept of the q-ship because the prospective 'attacker/victim' could look on the overveiw or screen display and recognize he was approaching a warship in a bad disguise.

Someone earlier proposed using rigs to convert a miner or industrial to a q-ship. I think this is the way to go, now.

The 'combat rig' could provide a high slot, some capacitor value, and some shield bonus. The disadvantage would be the amount of ore hold or cargo hold the rig would fill.

EXAMPLE:
a 'small combat miner rig' could require 1500 m3 of ore hold. Thus, 3 could be put on a Venture mining frigate and leave very little ore hold for mining operation.
it would add a high slot for a small turret
it would add enough energy and enough shield so 3 of them would effectively double the Venture's power and shield
EACH rig would also add to the regeneration of the shield/capacitor

thus, the refitted Venture would still display as a Venture on the overveiw and the screen, it would now sport 5 high slot (2 are the original mining laser slots), and have a decent shield tank to counter the DPS of the unknowing attacker.
Hasikan Miallok
Republic University
Minmatar Republic
#74 - 2014-03-11 23:31:03 UTC
Aalysia Valkeiper wrote:
After reading the dev blogs on just providing a new paint scheme for ships, I realized the core game program would require any actual 'q-ship' to havea different class name than the ship it is designed from.

This would defeat the entire concept of the q-ship because the prospective 'attacker/victim' could look on the overveiw or screen display and recognize he was approaching a warship in a bad disguise.

Someone earlier proposed using rigs to convert a miner or industrial to a q-ship. I think this is the way to go, now.

The 'combat rig' could provide a high slot, some capacitor value, and some shield bonus. The disadvantage would be the amount of ore hold or cargo hold the rig would fill.

EXAMPLE:
a 'small combat miner rig' could require 1500 m3 of ore hold. Thus, 3 could be put on a Venture mining frigate and leave very little ore hold for mining operation.
it would add a high slot for a small turret
it would add enough energy and enough shield so 3 of them would effectively double the Venture's power and shield
EACH rig would also add to the regeneration of the capacitor

thus, the refitted Venture would still display as a Venture on the overveiw and the screen, it would now sport 5 high slot (2 are the original mining laser slots), and have a decent shield tank to counter the DPS of the unknowing attacker.


Still going to get splatted by one 'nado.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#75 - 2014-03-11 23:42:28 UTC
Aalysia Valkeiper wrote:
After reading the dev blogs on just providing a new paint scheme for ships, I realized the core game program would require any actual 'q-ship' to havea different class name than the ship it is designed from.

This would defeat the entire concept of the q-ship because the prospective 'attacker/victim' could look on the overveiw or screen display and recognize he was approaching a warship in a bad disguise.

Someone earlier proposed using rigs to convert a miner or industrial to a q-ship. I think this is the way to go, now.

The 'combat rig' could provide a high slot, some capacitor value, and some shield bonus. The disadvantage would be the amount of ore hold or cargo hold the rig would fill.

EXAMPLE:
a 'small combat miner rig' could require 1500 m3 of ore hold. Thus, 3 could be put on a Venture mining frigate and leave very little ore hold for mining operation.
it would add a high slot for a small turret
it would add enough energy and enough shield so 3 of them would effectively double the Venture's power and shield
EACH rig would also add to the regeneration of the capacitor

thus, the refitted Venture would still display as a Venture on the overveiw and the screen, it would now sport 5 high slot (2 are the original mining laser slots), and have a decent shield tank to counter the DPS of the unknowing attacker.


That was my intention for the rigs...would even allow a group of venture to use two mining lasers and fool hunters whilst still having 3 guns each to group shoot the attackers...
Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#76 - 2014-03-13 00:50:42 UTC  |  Edited by: Aalysia Valkeiper
Hasikan Miallok wrote:
[quote=Aalysia Valkeiper]

Still going to get splatted by one 'nado.


and when was the last time you saw somebody go suicide ganking in high sec with a tornado or any other battlecruiser?

this thread (as far as I see) is how to best alter miners and industrials to counter suicide gankers in high sec without assistance from other ships (and without being killed in the process)

since most gankers come into high sec expecting to lose their ships to concord, they don't normally bring anything more expensive than a frigate or destroyer.

Thus, a q-ship designed to make such operations unprofitable and/or prohitbitive should be focused on surviving the alpha strike of frigates and destroyers, not a battlecruiser such as a tornado.

of course, only a ganker trying to derail this discussion would mention such a silly idea.
Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#77 - 2014-03-13 23:36:18 UTC  |  Edited by: Aalysia Valkeiper
Another thing on making rigs to enable miners and industrials to counter suicide gankers...

Rigs can easily be designed by CCP to not be usable outside their intended purpose. Thus, you wouldn't have a player using a ship with EXPENSIVE combat rigs to go ganking in high sec (at least, not more than twice).

CCP can also make the skill requirements high enough so that only experianced players will be using combat rigs. Something like "Jerry-Rigging 5" and max the skills required by the weapons/modules the player may wish to install.

I'm thinking (for the 'small combat miner rig' ) "small energy turret 5", "small hybrid turret 5", "small projectile turret 5", "small missile launcher 5", "small energy vampire 5", ect.

Since the type of rigs I am suggesting deal with the shields and capacitor, the skills required to install the rigs should also be the shiled and engineering.

The rigs may be expensive, but the material to manufacture them should also be rare/expensive.

All this is make the combat rig something a sensible player would NOT use for suicide ganking and to ensure the player using it has the experiance to make best use of it.

thus, the player who wants to go ganking will have to decide if he wants to prepare for an unarmed new player or a disguised veteran player. If he prepares for the new player and meets a vet, he lost his ship to the vet and got no return. If he prepares for the vet and meets a newby, he lost a ship too expensive for the return.

Of course, all this will be for nought if the ganker can still look at the pilot profile and determine the pilot is too experianced for the ship he 'appears' to be flying. CCP would need to change the default displays to NOT display the pilot's name with the ship he's flying.
nia starstryder
Native Freshfood
Minmatar Republic
#78 - 2014-03-21 14:45:07 UTC
I would like it if there was a way to hide what your ship showed when it was scanned. Who will attack a indy or freighter that is empty or has things in its cargo like reactors.

while having a rig attached would be one way to do it, you really should have the ability to load drones and such in your cargo (for ships that don't have any drone capacity). Of course this would limit your cargo that much more.

What I would see this ship used for is going after suicide gankers. Since that usually happens at gates, the ship would automatically be set to 'duel: fleet to fleet' when it was attacked.
nia starstryder
Native Freshfood
Minmatar Republic
#79 - 2014-03-22 08:03:16 UTC
Aalysia Valkeiper wrote:
After reading the dev blogs on just providing a new paint scheme for ships, I realized the core game program would require any actual 'q-ship' to havea different class name than the ship it is designed from.

This would defeat the entire concept of the q-ship because the prospective 'attacker/victim' could look on the overveiw or screen display and recognize he was approaching a warship in a bad disguise.


not if I understand what they are doing. I haven't seen any of the recolored ships, but they wouldn't necessarily have a different name in the overview. also, when they change things up it will be so that they will keep the same core name, thus any ship built that way would have the same name as a normal ship of that class.
Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#80 - 2014-03-22 20:50:03 UTC
Since the new painting schemes are now enacted, we should be seeing them soon enough.

The fact that they are presented in the market as totally different (and more expensive) ships says something.