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T3 Freighters! ^.^

Author
Shivanthar
#1 - 2014-12-12 17:21:59 UTC  |  Edited by: Shivanthar
:Foreword:
Your argument might be positive or negative, but please remember that this is all imagination.
I created them with passion and with joy and didn't try to offend anyone :)
Ships are pre-alpha, might need adjustments ^.^
Have fun!




Tech 3 Freighters are battleship-sized interstellar freighter ships which have different modes for pilots' needs.

These are expensive hulls for luxury freighter pilots of new eden who wants versatility over specilization.
They have 4 distinct modes to enable special functionality. All modes have one-minute cycle timer.
Any mode triggers one minute long mode-change prevention timer.



Modes:
- No mode engaged: Ship in its base stats. Default mode.

- Mimesis: This mode can be enabled while something is targeted by pilot. Ship will gain cloak effect immediately followed by forced decloaking, making ship look as same as targeted ship, stripped.
- Scales target graphic to battleship size (if you mimic a shuttle, shuttle will be look like as big as battleship in terms of scale ^.^)

- Katharsis: While this mode is active, walls of the cargo bay area of the ship turns inside out, deflecting any kind of signals trying to attempt to scan cargo at the expense of defense systems, speed and manuaverability. Trying to scan a scan immune ship always yields the results as Exotic Dancers or Janitors Cool
- Speed: -%25
- Agility: +%25
- Armor: -%25
- Hull: -%25
- Shield: -%25
- Cargo Scan Immunity: True

- Kairosis: This mode transfers power from defensive systems into the engines,increases agility and warp speed.
- Warp speed bonus: 3x
- Agility: -%25
- Negates shield resistances.
- Negates armor resistances.

- Kenosis: This mode locks on to the massive magnetic distortion fields generated by stars in systems. Requires a sun from map to lock on. Space bending through destination system's star causes destination star's color to shift to blue as soon as mode is engaged.
- Agility: +%900
- Mass: +%900
- When mode is engaged ship aligns then starts to accelerate until it reaches 10 million times the warp speed (20mAU/~0.3LY) towards to target sun.
- All cap is used for this warp.
- Warp time is present. No "insta-jumps".
- Cap regeneration and all modules will be shut off during warp in order to prevent any magnetic distortion (no cap regen, all modules offline)
- Jump fatigue mechanics works without any bonus.
- After warp, ship starts to regen cap from 0 cap while all modules are offline.



Key Base stats for all:
- Volume:50.000
- Mass: 100.000.000
- Cargo: 60.000 m3
- Structure: 10000
- Shield: 10000
- Armor: 10000
- Power: 1500
- Cpu: 300
- Capacitor: 7000
- Cap recharge: 800
- Slots (LMH): 6/3/3
- Rig slots/Calibration: 3 / 200
- Agility: 0.33
- MaxTargets: 1
- Sig Radius: 400
- Warp Speed: 2au
- Speed: 75
- Can lock Sun: True
- Warp between systems: True
- Max system range to lock: 10ly
- Estimated Pricetag: 850M

Amarr: Trinity
- Amarr Industrial Ship Bonus: %5 Armor amount and %4 armor resistances per level.
- Amarr Tech3 Freighter Bonus: %5 Armor amount and %4 armor resistances per level.
- Sig radius: +%10 of base.
- Cargo: +%5 of base.
- Agility: +%10 of base.
- Armor: +%30 of base.
- Armor resist change exp/kin: +%15 / +%25
- Shield resist change exp/kin: +%25 / +%15
- Speed: -%10 of base.
- Cap recharge: +%10 of base.

Gallente: Geras
- Gallente Industrial Ship Bonus: %5 Armor Repair amount and %5 reduced cap usage by armor repairers per level.
- Gallente Tech3 Freighter Bonus: %5 Armor repair and %10 reduced duration of armor repairers per level.
- Armor: +%20 of base
- Armor resist change kin/therm: +%15 / +%25
- Shield resist change kin/therm: +%25 / +%15
- Speed: -%5 of base.
- Cap recharge: +%5 of base.

Minmatar: Jaglion
- Minmatar Industrial Ship Bonus: %5 ship speed and %4 shield resistances per level.
- Minmatar Tech3 Freighter Bonus: %5 signature radius reduction and %3 warp speed per level.
- Sig radius: -%10 of base.
- Cargo: -%5 of base.
- Agility: -%10 of base.
- Armor resist change em/therm: +%25/+%15
- Shield resist change em/therm: +%15/+%25
- Speed: +%5 of base.

Caldari: Perlin
- Caldari Industrial Ship Bonus: %5 Shield Booster boost amount and %4 shield resistances per level.
- Caldari Tech3 Freighter Bonus: %5 Shield amount and %4 shield resistances per level.
- Sig radius: +%20 of base.
- Cargo: +%10 of base.
- Agility: +%20 of base.
- Shield: +%30 of base.
- Armor resist change therm/kin: +%25/+%15
- Shield resist change therm/kin: +%15/+%25


What do you think? Shocked

Edits:
v1.1
- Mode explanations improved.
- Mimesis mode cargo resize removed.
- Katharsis mode revamped.
- Powergrid adjustments.
- Still working on Kenosis.
V1.2
- Kenosis visible tradeoff added into explanation.
V1.3
- Factional resistances revamped.
- Estimated PriceTag
- Name change for Amarr and Gallente
V1.4
- Changed "industrial" to "freighter" since it is a more relevant concept.

_Half _the lies they tell about me **aren't **true.

Dirritat'z Demblin
University of Caille
Gallente Federation
#2 - 2014-12-12 17:58:45 UTC
Yeah... they need 'a bit' of fine-tuning...


...and with 'a bit' I mean 'a lot', and with 'fine-tuning' I mean 'roughly and dirty mill them to something with a shape.
And im not even going for the modes (Im not even sure if what you want there is possible within the game engine, let alone how OP and prone to exploit some of them are...)

Tripple-Skill-Bonus, with 2 bonuses per Skill??? maxed-out 137,5% bonus to Large-Armor-rep and 50% reduced cycle-time on the Gallente-Hull? I think you should just ask CCP to let triage-carriers to Highsec XD

I honestly think the idea of T3-Industrials has potential, but fixing those beasts might take as long as just restarting from scratch ^^
Shivanthar
#3 - 2014-12-12 18:03:22 UTC  |  Edited by: Shivanthar
Dirritat'z Demblin wrote:
Yeah... they need 'a bit' of fine-tuning...


...and with 'a bit' I mean 'a lot', and with 'fine-tuning' I mean 'roughly and dirty mill them to something with a shape.
And im not even going for the modes (Im not even sure if what you want there is possible within the game engine, let alone how OP and prone to exploit some of them are...)

Tripple-Skill-Bonus, with 2 bonuses per Skill??? maxed-out 137,5% bonus to Large-Armor-rep and 50% reduced cycle-time on the Gallente-Hull? I think you should just ask CCP to let triage-carriers to Highsec XD

I honestly think the idea of T3-Industrials has potential, but fixing those beasts might take as long as just restarting from scratch ^^


Thank you ^.^
As I said, no offend to anyone. There has to be uniqueness! Adjusted some values :)
Edit: You're sure about checking power grid, aren't you? cough**can't fit large rep** caugh.. ^^

_Half _the lies they tell about me **aren't **true.

Jim Elliot
Divorce Attorneys
#4 - 2014-12-12 18:03:27 UTC
- Katharsis: While this mode is active, any targeting against host ship lasting more than 5 seconds will be reverted as agression stream to nearby concord ships, misdirects them as targeter ship has redboxed (agressed) you.

accidentally locks you up /poof

super legit
Shivanthar
#5 - 2014-12-12 18:06:14 UTC  |  Edited by: Shivanthar
Jim Elliot wrote:
- Katharsis: While this mode is active, any targeting against host ship lasting more than 5 seconds will be reverted as agression stream to nearby concord ships, misdirects them as targeter ship has redboxed (agressed) you.

accidentally locks you up /poof

super legit


If you've security enabled, no problem. That won't happen.
Otherwise:
First time: "The ship you're about to lock is in a mode that get you attacked after five seconds, are you sure?"
- Click don't show it again if you want to gank, or dare to scan under five seconds, target and alpha all the way...
- Or click "cancel", and go your own way ^.^

_Half _the lies they tell about me **aren't **true.

Dirritat'z Demblin
University of Caille
Gallente Federation
#6 - 2014-12-12 18:33:34 UTC
Stay 'modeless' until someone locks you. switch to concordoken-mode, accept bets if the other guy can read the box in 5 seconds.

As mentioned; Some of the Modes ar just plain silly and despite some might get to some kind of ballance with some work, that one is a No-Go. Instead, you might allow Target spectrum breakers on the ships and let the mode add 100% Scramstrenght on those... or something...

I get a bit more into detail later, just have a smartphone here...
Iain Cariaba
#7 - 2014-12-12 18:45:35 UTC
The only suggestion put forth here thet I thought was good is the inter-stellar travel mode. The possibilities for either replacing or working along side current jump drives are quite interesting, though a lot of balancing would be required to keep from putting force projection back where it was before Phoebe.
Shivanthar
#8 - 2014-12-12 19:45:55 UTC
Iain Cariaba wrote:
The only suggestion put forth here thet I thought was good is the inter-stellar travel mode. The possibilities for either replacing or working along side current jump drives are quite interesting, though a lot of balancing would be required to keep from putting force projection back where it was before Phoebe.


When I was designing that, I thought of projection issues and put no-bonus on jump fatigue. It is like one-time shot between lengthy periods. Ship already has fast warp mode.

_Half _the lies they tell about me **aren't **true.

Shivanthar
#9 - 2014-12-12 19:50:44 UTC
Dirritat'z Demblin wrote:
Stay 'modeless' until someone locks you. switch to concordoken-mode, accept bets if the other guy can read the box in 5 seconds.


When khartasis is switched, if security is on, target looses target on you.
If not, put an ewar icon on your hud like any other ewar, with a red concorde emblem background with countdown on foreground 5-4-3-2-1.

If it is thought with "how can we do it" it will be done no matter what consequences show up.

Dirritat'z Demblin wrote:
As mentioned; Some of the Modes ar just plain silly and despite some might get to some kind of ballance with some work, that one is a No-Go. Instead, you might allow Target spectrum breakers on the ships and let the mode add 100% Scramstrenght on those... or something...


Target spectrum success chance %100 might work ^^

_Half _the lies they tell about me **aren't **true.

Foxicity
The Scope
Gallente Federation
#10 - 2014-12-12 19:57:01 UTC
Do you need Jove Industrial and Omnipotent trained to fly this hauler?
Komi Toran
Perkone
Caldari State
#11 - 2014-12-12 19:58:45 UTC
Shivanthar wrote:
- Kenosis: This mode locks on to the massive magnetic distortion fields generated by stars in systems. Requires a sun from map to lock on.
- Agility: +%900
- Mass: +%900
- When mode is engaged ship aligns then starts to accelerate until it reaches 10 million times the warp speed (20mAU/~0.3LY) towards to target sun.
- All cap is used for this warp.
- Warp time is present. No "insta-jumps".
- Cap regeneration and all modules will be shut off during warp in order to prevent any magnetic distortion (no cap regen, all modules offline)
- Jump fatigue mechanics works without any bonus.
- After warp, ship starts to regen cap from 0 cap while all modules are offline.

And that was how the CFC took Jove space.
Dirritat'z Demblin
University of Caille
Gallente Federation
#12 - 2014-12-12 20:10:23 UTC  |  Edited by: Dirritat'z Demblin
Shivanthar wrote:

Edit: You're sure about checking power grid, aren't you? cough**can't fit large rep** caugh.. ^^


Yeah, as mentioned, only having my cell atm. Just took a quick look at the bonuses and just assumed that 'battleship-sized'-Industrials can as well fit Battleship-sized mods, especialy since they're suposed to be T3s that need a T2-Shipskill (Transport-Ships) and not some crappy T1-Full-Insured-loltank-hauler.
Shivanthar
#13 - 2014-12-12 20:41:41 UTC  |  Edited by: Shivanthar
Komi Toran wrote:

And that was how the CFC took Jove space.


It is only a kind of Jump freighter, who can pick destination from map with much reduced cargo bay and has heavy tradeoffs like no jump fatigue bonus. If they haven't did it before, they won't be able to do it with this ^.^

My approach was is a little bit off-road. More love and toy to industrials, you know. If everything should include what is available already, what would be the excitement in that? Sad

_Half _the lies they tell about me **aren't **true.

Dirritat'z Demblin
University of Caille
Gallente Federation
#14 - 2014-12-12 23:53:21 UTC  |  Edited by: Dirritat'z Demblin
OK. Back for Details;

Allover desing;

First of all;
Get rid of the T2-Shipskill. You don't need a T2-Ship-Skill for any of the T3's that are in game ATM, and one of the biggest benefits of the T3s is that they are rather quick to skill and very flexible, with the downside of bein relative Expensive. That also would actually be a nice way to get rid of overpowered Bonuses.

Next Issue; You want them to be Jump-Drive-Abel. Thats Fine, a smal, easy to get not-cov-ops alternative to JFs might be something good. However, they should get a "real" jumpdrive. Maybe with a huge bonus to JumpFule-use in the Specific Mode, or maybe they wont need Jumpfuell at all (and can only use the Jumpdrive when in the said mode). However; I think they -should- need a Cyno. Just jumping to random Starts 'at will' would make it pretty Impossible to catch them, since you could just "warp" to a random System with little to no traffic.

@Modes;
Mimesis:
It sounds Hillariuous, but I dont think it would ad anything to the Ship itself. Also, If the Mode "Mymiks" the Cargohold of whatever ship it Copycats, you will in most cases end up with a Overloadet Cargo (aka: Unabel to Move whatsoever). Except you Copycat a Freighter (I guess that is the Intention of this mode). Funny? Yes. But also a pointless Trap for peeps that just don't have a clue yet. Maybe you reshape that into a Tanky or a Cloaky-Mode... or even 4 different modes for all the Races?

Katharsis:
As allready mentioned: NO-GO. This one would be Prone to Exploits, OP and make that ship a No-Brainer, and EVE is well known for not having "No-Brainers"... I'd Suggest that you might replace this one alltogehter, maybe make it a "Nullifyed" Mode (Bubble Immune, +Ag, +2 Build-In Warpcore-Strength) or go all nutts and make it Ewar-Immune altoghether, with the exception of HIC-FocusPoints or Bubbles. I dont know... but I DO know that "Redirecting someones (maybe even passive) Targeting to Concord to give him a Criminal Flag" is plain bad, bad, bad. I dont know how deep into PVP you are, but I could tell you some storys about "Auto-Target-Back", Guardians and friendly fire... As the Mimesis-Mode; Play arround a bit with the special-stuff of the Races. Distinct, individual Ships with very different Abilitys would add more to the game than another "4 shapes for the same thing in different Tanking-flavours".

Kairosis:
TBH; That one seems OK-ish. Maybe the negation of Shield- and Armor-Resists is a bit too much...

Kenosis:
Instead of Making it a Mode that makes "Jumping" avaiable, maybe it could be a Mode that makes Jumping "cheap" (Fuelconsumption) and Increases Range. In That Case, it would be Possible to build the Jumpdrive right into the hull, with juuuust enough Fuel-Bay to cover 1 or 2 LY. The Mode might Increase that to 8-12 LY, maybe at the Cost of Cargospace and without the Jump-Faith-Reduction. That way this ships would be capabel of fast delivery of stuff thats needet right on the spot, but won't bypass the entire Nerf to Force-Projection CCP just addet to the game.


So, my Idea to get this things a reality would be to swap out the 2 "OP" and "Pointless" Modes for 2 Race-Specific-modes that line out the differences of each race, and 2 Shared-modes that point out what the ship is made for.

@Stats;
This ships are suposed to be BS. They have the Sig of a BS, they get DMG like BS (Tracking, SigRadius), they should have the Tank and the Fitting-Mods of a BS... - the Weapons. So... (wild guess): 300 CPU and 1.500 Powergrid. Minimum. At least get a 100mn AB and a BS-Sized Tankmod.
Komi Toran
Perkone
Caldari State
#15 - 2014-12-13 00:20:41 UTC
Shivanthar wrote:
Komi Toran wrote:

And that was how the CFC took Jove space.


It is only a kind of Jump freighter, who can pick destination from map with much reduced cargo bay and has heavy tradeoffs like no jump fatigue bonus. If they haven't did it before, they won't be able to do it with this ^.^

Except it can jump without a cyno, which means from Vale we can hit Jove space with this. Once we get this ship there, it can then open a cyno and we can Titan bridge whatever we want through.
Danika Princip
GoonWaffe
Goonswarm Federation
#16 - 2014-12-13 01:06:05 UTC
So I take it this is a t3 ship, IE one that can only be built with stuff from wormholes, that is designed never to leave highsec, right?

Of the modes you list, only the warp speed one is actually relevant to anything, but since the things are BS sized it'll be warping at all of 4AU/s. Since a blockade runner warps at almost double that unrigged, what's the point?
Mining Man Manny
Doomheim
#17 - 2014-12-13 06:44:04 UTC
Yeah, that's what we need: The ability to use mind control on CONCORD and faction police.

Can't wait for your next thread where you suggest T3 ORE ships that pre-emptively spawn CONCORD in highsec and batphone them in low/null.
Shivanthar
#18 - 2014-12-13 12:53:44 UTC
First pass updates are complete. And I thank Dirritat'z Demblin for his great feedback. Still working on Kenosis ^_^

_Half _the lies they tell about me **aren't **true.

Arya Regnar
Darwins Right Hand
#19 - 2014-12-13 13:04:51 UTC
This thread is super stupid because it promotes pvp avoidance and makes eve more boring not more diverse.

No thanks.

EvE-Mail me if you need anything.

Shivanthar
#20 - 2014-12-13 13:09:50 UTC
Arya Regnar wrote:
This thread is super stupid because it promotes pvp avoidance and makes eve more boring not more diverse.

No thanks.


... because?

_Half _the lies they tell about me **aren't **true.

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