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Player Features and Ideas Discussion

 
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Combat Engineering ships

First post
Author
Netan MalDoran
Hail To The King
The Silent Syndicate
#101 - 2014-07-23 18:46:20 UTC
I like it, but it shouldn't be allowed in high-sec, or else we'll have a new branch of CODE out there ganking high-sec POS's Shocked

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Saleika Issikainen
Deep Core Mining Inc.
Caldari State
#102 - 2014-07-23 19:03:39 UTC
Perhaps a destroyer would be best for this role. There's too few T2 destroyer hulls anyway.
Liafcipe9000
Critically Preposterous
#103 - 2014-08-07 08:12:47 UTC
desis do have a big cargo for their size Roll
frasdasd Aakiwa
frasdasd Aakiwa Corporation
#104 - 2014-08-07 10:31:19 UTC
make them new t2 destoyers
whith a decent agility but crapy tank (obout the way dictors are)
make the demolition charge have a huge alpfha but have very slow rof and being able to shoot only structures
and make range smaller then a smal pos shield (that way it would not be able to bash online pos)

and maybe give it some bonus to non cov ops cloack
Talman Drak
Neurotoxin Control
IIIIIIIIIIIIIIIIIIIIIIIII
#105 - 2014-08-07 11:46:36 UTC  |  Edited by: Talman Drak
Posting to +1 the idea in general.

Additionally, I agree on having two different sizes, but I personally think the smaller should be a T2 Destroyer, and the larger a T2 Battlecruiser.

My reasoning is simple.
For the Smaller of the role:
- I view the smaller of these as a role that should be quick, but not among the fastest of ships.
- The cargo hold size of a destroyer is more fitting for the intended use.
- Currently 28 T2 Frigates vs 4 T2 Destroyers >_> ahem...

For the larger of the role,
- if it is to be used to carry large structure components and online them faster it should be fairly large as well.
- If it is to be used in taking down an active POS then it needs to be able to stand up to a little punishment.
- There is only one role for T2 BCs and only a total of 8 T2 BCs
- If the small type is going to be a standard ship type (i.e. not an industrial ship of any kind) then the larger needs to be the same, since it doesn't make sense to have one be an industrial and the other not since you wouldnt have a good progression chain within the ship role.
Jacid
Corvix.
#106 - 2014-08-07 21:12:14 UTC
Some of these Ideas have already been suggest but as i see it the CVE supports 3 roles:

Structure/capital - Think 8k DPS to structures/capitals
Defensive Structure deployement - Mines layer, Portable shield generator deploy-er, etc
Support Structure- Yurts, Mobile MJD, etc

As such it should come standard with a large cargo, say 1200m3 hull bonus to anchoring speed hull bonus to structure damage

The ship should be small i'm thinking destroy/cruiser class with weak tank and a fair price tag thinking 70 - 120million.

The simplest solution to applying DPS to me seems to be a slow flying targetable torpedo with high sig radius and low explosive velocity. I know some might argue against this because of the change of a blob of CVE's taking on capitals they would be at a distinct advantage. However the design of the ship should be such that a fleet of CVEs would be unable to defend itself against anything but capitals without support. In other words if you intend to bash poses/ capitals bring a support fleet. In fact it might solve one of our problems of too many slowcat fleets out in null sec

Skill training for the ship I believe should be fairly intensive, I'm thinking Destroyer 5 anchoring 5 combat engineer skill a science skill or two. It essence it shouldn't be something someone can just jump in without intending to

Why we should get the CVE as suggested:

Offers an option to the counter to capitals is more capitals
Adds a dynamic to PVP engagements
Makes wormholes and high sec less stagnate and entrenched
LT Alter
Ryba.
White Squall.
#107 - 2014-08-07 21:36:05 UTC
Great idea, why not have it be a T2 version of the tier 2 destroyers?
Dally Lama
Doomheim
#108 - 2014-08-07 21:55:35 UTC  |  Edited by: Dally Lama
I am unsure how the Demo charges would work. Strip out that whole idea entirely and just make it good at deploying them, and +1.

EDIT: For offensive capabilities, perhaps the ability to unanchor and scoop up other people's structures would be neat. With a timer and such of course to give them time to kill you first Big smile
bugsmagooma
The Scope
Gallente Federation
#109 - 2014-08-08 01:12:46 UTC
Really Liking these ideas so far. But no one has mentioned the Mobile Micro Jump Drive yet. Dropping its activation time from 60sec to 10 or 12 would make aiming this aggressively a possibility. Also as an emergency jump out while the engineer drops mines and bubbles along the escape path. Could help this module to get some more use.

Liking the destroyer sizing a lot. They would also be very useful in setting up a known fight grid on your favour, placing jump units, cyno jammers, bubbles and mines. Also scan inhibitor to stop the Dscanning from ruining your plans (until a scout comes in and blows it all anyway).

I could see these working well with interdictiors during combat, dictors making close runs while the engineers make lines of retreat unattractive.

Looking forward to seeing where this discussion leads. Well done OP and posters for a decent and civil thread for once Lol
Jessica Danikov
Network Danikov
#110 - 2014-08-08 04:15:32 UTC
Whole bunch of actually viable and interesting ideas in F&I these days. How lovely.
Pidgeon Saissore
Tyrant's
#111 - 2014-08-18 04:14:17 UTC
There's two different things under discussion here so I think I will officially separate them.

T2 "Wrecker" destroyer
Similar to regular destroyers in mid and low slots and stats but has the demolition charge for high slots as discussed by the op. This will be similar to citadel torpedoes with the following differences:

missile velocity: 80 m/s
flight time: 20 s
explosion velocity: 2 m/s

This means maximum range of about 3.5 km after skill bonuses and only useful on immobile targets. It also takes a significant time to hit the target even at that close range.
Total dps of the ship is approximately 2500. It should be considerably stronger than sub caps for killing structures but may not approach the strength of a dread.

This might even use citadel torpedoes with the appropriate bonuses to make these numbers for simplicity.


T2 "Constructor" battlecruiser
This ship will have a number of unique properties:

Extremely short range on all effects.
Module that quadruples the anchoring/unanchoring speed of the target.
Module that assumes control of heavily damaged or offline structures. Offline high sec posses hit by this will have a one day timer after completion of the cycle before they switch.
Near zero range but significantly more powerful remote repair.
Special bay for deployables.

The next idea is not yet approved by the general consensus that seems to be reached by this thread and may be part of the constructor or a different ship.

Turret deployment:
These turrets are not controlled and will simply act based on the owner's fleet settings. That means not purple shoot it or purple rep it.
1 minute anchoring after constructor module is considered.
Active for 15 minutes. May be recharged by constructor module (takes 1 minute).
10km min distance to other turrets.
Turrets only function if the owner is within 50km.
Different types of turrets for damage, mining, ewar, and logi.

This means that a constructor continuously cycling their turrets can have 14 active at any given time.
The exact stats of the turrets is up for debate but as of right now I think roughly:
100 dps damage or rep amount (note that repping is not controlled)
range and tracking to be determined
25k hp no resists
I have no idea what amount is appropriate for mining or ewar turrets

Those stats mean that when fully prepared it is considerably more powerful then most sub caps however it takes the full 15 minutes to prepare it and must be continuously cycling them. If attacked before then it is useless.
Swiftstrike1
Swiftstrike Incorporated
#112 - 2014-08-18 14:17:39 UTC
Auduin Samson wrote:
Basically, a demo charge would be a missile with incredible amounts of damage, but a very low speed and incredibly and/or unrealistically slow explosion velocity.

It could still be used as an anti-capital weapon even with these restrictions. A dedicated "damage vs deployable structures" role bonus would be better suited to the task.

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

NEONOVUS
Mindstar Technology
Goonswarm Federation
#113 - 2014-08-18 14:59:20 UTC
Pidgeon Saissore wrote:
There's two different things under discussion here so I think I will officially separate them.

T2 "Wrecker" destroyer
Similar to regular destroyers in mid and low slots and stats but has the demolition charge for high slots as discussed by the op. This will be similar to citadel torpedoes with the following differences:

missile velocity: 80 m/s
flight time: 20 s
explosion velocity: 2 m/s

This means maximum range of about 3.5 km after skill bonuses and only useful on immobile targets. It also takes a significant time to hit the target even at that close range.
Total dps of the ship is approximately 2500. It should be considerably stronger than sub caps for killing structures but may not approach the strength of a dread.

This might even use citadel torpedoes with the appropriate bonuses to make these numbers for simplicity.


T2 "Constructor" battlecruiser
This ship will have a number of unique properties:

Extremely short range on all effects.
Module that quadruples the anchoring/unanchoring speed of the target.
Module that assumes control of heavily damaged or offline structures. Offline high sec posses hit by this will have a one day timer after completion of the cycle before they switch.
Near zero range but significantly more powerful remote repair.
Special bay for deployables.

The next idea is not yet approved by the general consensus that seems to be reached by this thread and may be part of the constructor or a different ship.

Turret deployment:
These turrets are not controlled and will simply act based on the owner's fleet settings. That means not purple shoot it or purple rep it.
1 minute anchoring after constructor module is considered.
Active for 15 minutes. May be recharged by constructor module (takes 1 minute).
10km min distance to other turrets.
Turrets only function if the owner is within 50km.
Different types of turrets for damage, mining, ewar, and logi.

This means that a constructor continuously cycling their turrets can have 14 active at any given time.
The exact stats of the turrets is up for debate but as of right now I think roughly:
100 dps damage or rep amount (note that repping is not controlled)
range and tracking to be determined
25k hp no resists
I have no idea what amount is appropriate for mining or ewar turrets

Those stats mean that when fully prepared it is considerably more powerful then most sub caps however it takes the full 15 minutes to prepare it and must be continuously cycling them. If attacked before then it is useless.

For the turrets, you could make them sort of a super sentry drone or so sort of thing
that would likely simplify the coding
Chandaris
Immortalis Inc.
Shadow Cartel
#114 - 2014-08-18 17:11:54 UTC
great idea, +1
Humang
Sudden Buggery
Sending Thots And Players
#115 - 2014-08-18 17:27:29 UTC
Can't add anything but a +1 from me.

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Auduin Samson
Sebiestor Tribe
Minmatar Republic
#116 - 2014-08-26 04:57:53 UTC
Swiftstrike1 wrote:
Auduin Samson wrote:
Basically, a demo charge would be a missile with incredible amounts of damage, but a very low speed and incredibly and/or unrealistically slow explosion velocity.

It could still be used as an anti-capital weapon even with these restrictions. A dedicated "damage vs deployable structures" role bonus would be better suited to the task.



Yeah, this was brought up a few pages back. As fun as it would be to have a tiny fleet alpha down a dread, having the demo charge only damage structures would definitely be the way to go.

Having one of these support a fleet by dropping jump relays in a hurry would also be pretty impressive. I imagine that there will be more deployables in the future as well, and I can't really see any way that a ship like this wouldn't be useful to a fleet when properly balanced.
Mallak Azaria
Caldari Provisions
Caldari State
#117 - 2014-08-26 05:05:30 UTC
ZecsMarquis wrote:
T3 frigate


No.

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Christopher Mabata
Northern Accounts and Systems
#118 - 2014-08-26 05:17:05 UTC
I do like the idea of a T2 logi frig with structure bonuses, not so much the demo charges since you could be doing massive damage to sieged caps too and that could get wonky.

In my opinion give them rep range and amount bonuses, cap regen, and structure anchoring time reductions per level and shine them up a bit and your good to go.

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Auduin Samson
Sebiestor Tribe
Minmatar Republic
#119 - 2014-08-26 05:54:26 UTC
I've updated the OP with a few changes that seem to have been informally agreed upon. As I see/notice others I'll add them so that people don't have to read through six pages to be up to speed.
Liafcipe9000
Critically Preposterous
#120 - 2014-09-03 10:31:36 UTC
is this in the game yet?