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Player Features and Ideas Discussion

 
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Combat Engineering ships

First post
Author
Auduin Samson
Sebiestor Tribe
Minmatar Republic
#81 - 2014-06-25 08:57:58 UTC
IIRC, Mines used to be a thing and were removed because Reasons™. I wasn't around then, so I'm not sure of details. If they could be balanced to work and brought back though, this ship would make for a mean mine layer. Perhaps make mines role specific so that, like the demo charges, they could only be deployed from combat engineers.

Also, rather than grid limitations, perhaps distance limitations. For example, areas of effect couldn't overlap. That way you can't stack a ton of them in one spot to insta-splode everything that comes in.
Liafcipe9000
Critically Preposterous
#82 - 2014-07-06 06:51:41 UTC
I'd rathr this thread didn't sink into oblivion.
Lugia3
Federal Navy Academy
Gallente Federation
#83 - 2014-07-06 07:56:15 UTC  |  Edited by: Lugia3
+1

Frigate and Cruiser variants, no indy ships. Mobile depots launched from this ship should grant the whole fleet refitting services (if in range, of course). Also should be able to deploy "mini pos's". Or maybe whole pos's post pos balance. Imagine a pos held together by beams, walls, and sections, rather than a giant force field.

Drop a small defensive instalation that provides some additional DPS and field-refitting before a battle starts. Or during, because balls.

"CCP Dolan is full of shit." - CCP Bettik

Auduin Samson
Sebiestor Tribe
Minmatar Republic
#84 - 2014-07-09 23:01:00 UTC
Shameless bump. Most people that have posted seem to like this, so I would love to hear of the Devs are taking any interest in this.
Arla Sarain
#85 - 2014-07-09 23:49:45 UTC  |  Edited by: Arla Sarain
Will say it once again - this is a genuinely interesting role.

I am however afraid it may delegated to alts, same as covops scanning ships are - used in conjunction with other chars by the same person to circumvent various issues (trust, security, EVE 1st world problems).

I'd still be extremely excited for these.

Whether it'd be assigned to empire ships or pirate is another story. Considering how specialized the role is, perhaps it suits a more exciting label, hence I'd vouch for ORE to receive ships of this role, in large to due the sweet industrial/maintenance-esque textures and a matching design philosophy. Say what you will but Noctis/Primae have very nice models/textures.
Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#86 - 2014-07-10 00:00:09 UTC
I haven't read the entire thread, but I think the idea has merit and is worth considering.

Personally I think having a light and heavy version of this type of ship would be a good idea. I think the new Destroyer hulls would probably work well in this role for the light version and maybe we could get the BS hulls that haven't been reused already (Rohk, Mael, Hyp, and Abb) for use in the Heavy role.

I don't really think the idea of a frigate carrying around thousands of m3 worth of deployables is really a good one, especially when you're talking about hulls like the Burst. I think using the new Destroyer hulls (Dragoon, Corax, Algos, and Talwar) make a lot more sense visually. Also, given the notion that these ships will be fast and heavy hitting against immobile targets using an attack ship as a base is a better starting point than using the T1 logi frigs.

As for the Heavy version I'd envision it as being something that's really meant for clearing the field of deployables in an instant and then having to weather the storm of the counter attack afterwards. Instead of the extremely mobile puncher that the light version is the Heavy version would be the bulldozer, slow but unstoppable with the ability to wipe its target off the map. As such using a much larger and slower hull, such as a BS would be a good starting place. Just take away some weapons, increase the tank, and give it access to the specialized 'anti structure' weapons.

For flavor adjust how they deploy their special weapons to fit their style. The light engineer ships would be able to apply their demolition charges from range, say 15-35k having range increase with skill, but with a long reload timer like a bomb launcher. The Heavy engineer ships would be able to fit 2 or 3 of the charge launchers so they can hit multiple targets quickly or a single target with devastating effect but not have the increased range of the lighter ships, so instead of trying to maintain a large combat field 1 target at a time the Heavy engineer stakes a claim to an area and can quickly destroy anything that's deployed in range.

I don't know if anyone would agree with this, but I think this may be a good time to consider an alternative to treating the demolition weapon as a missile or projectile too. I think it may be interesting to instead make it a specialized type of Smart Bomb. The Demolition Bomb could function similarly to the HAC's Warp Disruption Field Generator. In normal mode it could function like a normal smart bomb and deal damage to an area around the Engineer ship and allow it to be fit with a script that turns it into a single target device with a much longer range.
Rendiff
The Scope
Gallente Federation
#87 - 2014-07-10 00:48:14 UTC
I like it!
masternerdguy
Doomheim
#88 - 2014-07-10 00:51:15 UTC
My only issue with this idea is that if it becomes too quick or convenient to deploy mobile structures they will be spammed out of control and a new "Erecting a Dispenser!" mentality will emerge.

Things are only impossible until they are not.

Arla Sarain
#89 - 2014-07-10 00:52:09 UTC
I'd like to add that perhaps the possibility of using tractor beams to drag deployables in space (incurring suspect status if on unowned stuff) to pile them up in order to destroy several in one go with the repeatedly mentioned demolition charge (which is proposed to have a long cooldown and operate similarly to a bomb) as an available strategy.
Phaade
LowKey Ops
Snuffed Out
#90 - 2014-07-10 01:30:45 UTC
Great idea. Multiple objectives during a POS fight. No reason CCP shouldn't do this. Of course they won't though, they are not bold enough.
Auduin Samson
Sebiestor Tribe
Minmatar Republic
#91 - 2014-07-10 19:04:59 UTC
I would be fun if you could move anchored objects with a tractor, but I think that would introduce a whole host of new balance issues.
Liafcipe9000
Critically Preposterous
#92 - 2014-07-20 11:18:08 UTC
thread bumpo desu
Carniflex
StarHunt
Mordus Angels
#93 - 2014-07-20 12:24:10 UTC
Interesting, but in my opinion a frigate would be far too small and agile for that kind of stuff. I would also split the deployment and destruction in two.

Dreads already can handle the destruction part. No point of making a frigate size dread for ninja nuking towers without needing to siege.

For deployment I would prefer it to be slower and bulkier. Say, a BC size hull, perhaps requiring Anchoring 5 as one of it's skill requirements.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Bohneik Itohn
10.K
#94 - 2014-07-20 20:05:10 UTC  |  Edited by: Bohneik Itohn
Auduin Samson wrote:
I would be fun if you could move anchored objects with a tractor, but I think that would introduce a whole host of new balance issues.


Anchored objects and deployables?

I would spend days doing nothing but scanning down mobile depots and dragging them off grid, after dropping a can with a male dancer in it.

I wouldn't even want to shoot them. I couldn't even be bothered to scan them to see what's inside to see if I should shoot them. I'd just change the name of the can to a bunch of penises and butts and drag the depot out of sight of the bookmark.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Maldiro Selkurk
Radiation Sickness
#95 - 2014-07-20 20:27:36 UTC
I'm concerned about the alpha vs mining vessels which are almost always stationary (yes they could move, blah, blah, blah but in highsec their game play is as it should be and im concerned that no matter their defense set up this would 1 shot them).

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Auduin Samson
Sebiestor Tribe
Minmatar Republic
#96 - 2014-07-22 03:46:24 UTC
Maldiro Selkurk wrote:
I'm concerned about the alpha vs mining vessels which are almost always stationary (yes they could move, blah, blah, blah but in highsec their game play is as it should be and im concerned that no matter their defense set up this would 1 shot them).


Yeah, this was discussed a page or so back. If the demo charge could only target certain entities (IE Deployables), there wouldn't be the issue of miner and dread blapping.
Arla Sarain
#97 - 2014-07-22 20:59:29 UTC
I haven't described how much I like this idea yet.


I like it very very much.
DrysonBennington
Eagle's Talon's
#98 - 2014-07-22 22:23:06 UTC
Good idea +1

More ships.

More better.
Liafcipe9000
Critically Preposterous
#99 - 2014-07-23 11:30:42 UTC
this thread is definitely the droid you're looking for.
Tchulen
Trumpets and Bookmarks
#100 - 2014-07-23 12:41:28 UTC
+1 although I do think it should be able to hit capital ships. Anti-cap frig fleet FTW!