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New Pirate Faction

Author
Joe Risalo
State War Academy
Caldari State
#1 - 2015-07-08 23:14:13 UTC
I don't know enough about lore to name the faction, but...

I'd like to see a Missile/armor class.
BUT, in a different way.


Armor resist bonus.
Natively strong armor.

Low missile usage.. Designed mostly for the use of combat sites, and extended travel.
Consider them a combat site focused version of SoE ships.


Frig
Faction
Armor resist bonus
Faction
Missile damage bonus
Role
Reduced reload time of rapid light launcher
Reduced cap usage of armor reps
Can fit cov cloak, immune to d-scan, OR bubble immunity

1 Missile hard point

Cruiser
Faction
Armor resist
Faction
Missile damage
Role
Reduced reload of rapid light
Reduced cap usage of armor reps
cloak, immune to d-scan, or bubble immunity

2 Missile hard points

BS
Faction
Armor resist
Faction
Missile Damage
Role
Reduced reload of RAPID HEAVY
reduced cap of armor reps
cloak, d-scan, or bubble
Can fit Bastion (replaces the remote armor bonuses you'd see on SoE)

3 Missile hard points


These would have relatively large holds, but again, are dedicated to prolonged adventures in search of combat sites.
The large holds are intended to carry large amounts of missiles and/or loot.
The low amount of missiles used and the rapid reload bonus are designed to allow good DPS, with minimal consumption..

In relation, their DPS wouldn't be the greatest of the Pirate factions, (likely somewhere in the middle), but with tank and cloak(or whatever), plus the reduced ammo usage, they would be quite effective.

The Frig and cruiser version would also have relatively high sensor strength (possibly the highest of all pirate hulls), while the BS would have lower (though not Marauder low) sensor strength.

As far as BS goes, the BS would likely have just under the DPS potential of a Marauder, but with the effective use of rapid heavies, it would have quite a bit more application.

Also, this ships have relatively high agility, allowing for fast alignment for the GTFO moments.



Does this sound like pirate hulls you would be interested in?
What would you change?

Remember, the intent is dedication to prolonged exposure in hostile territory, so they need one of the survivability factors.(such as cloak, bubble, or d-scan immunity).


Celthric Kanerian
Viziam
Amarr Empire
#2 - 2015-07-08 23:22:33 UTC
But why?
That is the thing you should ask yourself before posting. Why do we need this? What role does this pirate faction fill in the overall sandbox?
Rovinia
Exotic Dancers Union
#3 - 2015-07-08 23:26:27 UTC  |  Edited by: Rovinia
Well, it's a mix from the role bonuses of Recons, Interceptors and Marauders in different combinations with some decent dps. A "Jack of all trades", so a big fat "no-no" from me ;)

Also i don't think we need more ships with bubble immunity.
Joe Risalo
State War Academy
Caldari State
#4 - 2015-07-08 23:29:55 UTC
Celthric Kanerian wrote:
But why?
That is the thing you should ask yourself before posting. Why do we need this? What role does this pirate faction fill in the overall sandbox?


I would then ask, why not?

It's a game! If everything in it had to be a need, we wouldn't have a game.
Joe Risalo
State War Academy
Caldari State
#5 - 2015-07-08 23:34:43 UTC
Rovinia wrote:
Well, it's a mix from the role bonuses of Recons, Interceptors and Marauders in different combinations with some decent dps. A "Jack of all trades", so a big fat "no-no" from me ;)

Also i don't think we need more ships with bubble immunity.


Doesn't have to bubble immunity.

As far as the "jack of all trades", I see nothing wrong with this.
Truthfully, that was what the original balance plan for pirate ships was supposed to be.
Instead, they were given high damage with niche bonuses, in most cases.

However, for those that enjoy combat sites outside of HS, there isn't really a ship class that has a direct focus on this aspect.
Sure, there are plenty of ships that are capable, but they don't have the survivability I'm suggesting, and most don't have a build directed at prolonged exposure.
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2015-07-09 00:09:34 UTC
Do these all sound BRUTALLY overpowered to anyone else?

A cruiser that shreds everything smaller or equal to itself, and a battleship that just shreds EVERYTHING?

And do you really want a rapid light on a frigate, or is that a typo?


Go play with the mordus ships, they're OP as hell as it is.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#7 - 2015-07-09 05:46:59 UTC
Typically your suggestion houses a lot of traits from different classes in one package. Pirate ships usually work with one trait from exotic bonus and another from having good stats in certain field. Like, warp speed "bonus" and high speed/agility for Angels. BR have 2 rare special bonuses instead, but oh well, it's not that we absolutely must formalize everything.

Your proposed ships are something entirely new because they are basically fusion of traits typically found on T2 ships combined with solid amount of more regular bonuses. Doesn't feel right honestly.

If your idea goes along the line of armor+missiles, that sounds like Khanid ships to me. They also have strong cap which can be used for local reps too. One problem though is that their lineup lacks a battleship.

...honestly, I just want Khanid torpedo Abaddon for some reason, so I keep mentioning that hypothetical ship. Would pay premium for that.
Amarisen Gream
The.Kin.of.Jupiter
#8 - 2015-07-09 06:24:21 UTC
I have been pondering on something like this

My idea is to add a third layer of bonuses to pirate hulls, beyond the race/role bonus.

The easiest would be to start with BS
The Nestor could gain BLOP abilities as long as the player had both racials at V and the other requirements for BLOP skill.
- to help control balance, the Pirate ship wouldn't get all of that classes bonuses, just some.
- I.e. Nestor could use covert cyno and covert bridge - but not have bonuses to cloaking. (Possible addition to allowing it to jump)

Then you would have something like the Vindi or Rattlesnake which would gain the ability to use the Bastion mod.
Each pirate BS would have these additional items as "Unlockable additions" that are not required to use the ship but can add some change to their general meta.

-- to spice things up, if BLOP/Bastion stuff isn't enough to pick from, possible other T2 skill sets could be use - I.e Angel Cartel BS with warp disruption probes

Just a thought.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Reaver Glitterstim
The Scope
Gallente Federation
#9 - 2015-07-09 06:58:42 UTC
Joe Risalo wrote:
Celthric Kanerian wrote:
But why?
That is the thing you should ask yourself before posting. Why do we need this? What role does this pirate faction fill in the overall sandbox?


I would then ask, why not?

It's a game! If everything in it had to be a need, we wouldn't have a game.

A better question to ask is if it can be accomplished with other ships. The extended deployment can be handled by bringing an industrial to haul goods (preferably a blockade runner) and some deployable items. The rest is just an armor fleet with missiles. While it's a bit unique, I don't think you have enough to justify a new pirate faction yet.

Try coming up with a special bonus for these, sort of like how Sansha ships have an afterburner bonus, or how Blood Raiders ships can use energy vampires to drain the opponent's capacitor lower than their own. It needs to be something useful enough to be popular, but balanced enough to not be exploited. Also, your ships using a very small number of rapid launchers specifically with a reload time bonus just to save missiles seems very contrived. Why don't they just use regular launchers and skip the reload time bonus? And if the frigate uses a RLML, does it get a powergrid cost reduction for fitting it?

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."

James Baboli
Warp to Pharmacy
#10 - 2015-07-09 07:05:02 UTC
Joe, you just committed a major sin of game design and balance IMO.

You tried to invert the why.
If there is no purpose to a thing, no amount of hacking cool mechanics onto it will make it a good thing. See nestors outside WHs.
If your idea makes people ask why, it probably needs to be pushed back to the drawing board, or you need to communicate the why of it much better.

A resounding -1 for really weird, mis-flavored and just no ships as described.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Joe Risalo
State War Academy
Caldari State
#11 - 2015-07-09 07:09:46 UTC
Barrogh Habalu wrote:
Typically your suggestion houses a lot of traits from different classes in one package. Pirate ships usually work with one trait from exotic bonus and another from having good stats in certain field. Like, warp speed "bonus" and high speed/agility for Angels. BR have 2 rare special bonuses instead, but oh well, it's not that we absolutely must formalize everything.

Your proposed ships are something entirely new because they are basically fusion of traits typically found on T2 ships combined with solid amount of more regular bonuses. Doesn't feel right honestly.

If your idea goes along the line of armor+missiles, that sounds like Khanid ships to me. They also have strong cap which can be used for local reps too. One problem though is that their lineup lacks a battleship.

...honestly, I just want Khanid torpedo Abaddon for some reason, so I keep mentioning that hypothetical ship. Would pay premium for that.

Well, the bonuses I've suggested are simply that, suggestions.

The ultimate goal of these ships is to give them high survivability, with the longevity to stay out for extended periods of time.
Basically, a bother to the SoE ships, which focus mostly on exploration, with little to no ammo consumption.
These ships, however, have ammo consumption, but make up for it with low consumption due to amount of launchers.

I'd also like to see these ships with a balanced resist profile, so that they're not required to change resist profile to match rats, unless they just want to optimize.

We'll us the BS as a comparison, as I'm more familiar with BS class hulls.
As far as potential DPS, I'm looking at around the 900 range.
Not that strong for a BS, and it would have no drone capability to boot.
However, this ship having bastion and the survivability of cloak makes up for it. It's also made up for with high application, due to the bonuses focus on rapid heavies.
That said, with only 3 launchers, it would be quite susceptible to firewalling.

For a BS, this is rather low DPS.. Consider it to a Golem, with 1k or more with cruise missiles, and quite a bit more if it's torp fitted.
Again though, the survivability is where it shines.
Sith the armor rep cap bonus, they're able to active tank NPCs more efficiently, being able to have a cap stable fit (if you so choose), using less cap modules.

I'm really here to see if there's someone willing to consider this, and help to develop a good build for these ships, as I'm not too familiar with what most players would throw together when building hulls meant specifically for combat sites..
Joe Risalo
State War Academy
Caldari State
#12 - 2015-07-09 07:17:36 UTC
James Baboli wrote:
Joe, you just committed a major sin of game design and balance IMO.

You tried to invert the why.
If there is no purpose to a thing, no amount of hacking cool mechanics onto it will make it a good thing. See nestors outside WHs.
If your idea makes people ask why, it probably needs to be pushed back to the drawing board, or you need to communicate the why of it much better.

A resounding -1 for really weird, mis-flavored and just no ships as described.


The why was mentioned..

A line of ships with focus on combat sites in unfriendly territory..
Any ship can run combat sites, but unlike with relic/data there isn't a hull dedicated to them.
What I'm trying to do is develop a line of ships that increases you chances of survival at said task, while also allowing for prolonged durations within unfriendly territory.
You or someone else might likely suggest 3 strategic cruiser, but do we really want them to be the most effective ship at everything?
Not to mention, we don't know where CCP will go with balancing those t3s, so they might lose capability in this task, or possibly lose the ability completely(not likely).
Nevyn Auscent
Broke Sauce
#13 - 2015-07-09 07:40:04 UTC
We already have the line of ships, it's called SOE ships. Cov Ops, Lasers & Drones for infinite ammo, large holds, and scanning bonuses. Yes they get Data/Relic bonuses already but are also good at combat sites.

This is simply demanding that you get SOE ships with a different weapon set.
Sigras
Conglomo
#14 - 2015-07-09 09:39:14 UTC
Joe Risalo wrote:
I don't know enough about lore to name the faction, but...

I'd like to see a Missile/armor class.
BUT, in a different way.


Armor resist bonus.
Natively strong armor.

This faction exists... It's called the Khanid Faction
Kaarous Aldurald
Black Hydra Consortium.
#15 - 2015-07-09 12:01:27 UTC
I just want to see Equilibrium of Mankind raised up as a real faction.

Oh, and the ability for players to join NPC pirate corps as a pseudo FW type mechanic, complete with missions.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#16 - 2015-07-09 12:28:40 UTC
Haha... nope

CEO of Lanate Industries

Citizen of Solitude

Lokar Griman
Di-Tron Heavy Industries
OnlyFleets.
#17 - 2015-07-09 12:43:35 UTC
Nevyn Auscent wrote:
We already have the line of ships, it's called SOE ships. Cov Ops, Lasers & Drones for infinite ammo, large holds, and scanning bonuses. Yes they get Data/Relic bonuses already but are also good at combat sites.

This is simply demanding that you get SOE ships with a different weapon set.


Welll the soe ships: a: expensive
B: fittings bad , the soe frigat is ok , the cruiser yu ither fitt it dps and tank on it and let another fleet member rep ya or ya screwd, nestor: ul need 3 of them , semi logi dps fit and spider tank them tho they have big cap issues plus t2 fit will not do unless you field 4 nestors and what ,thats already fielding over 4 billion isk price, you better off with cheaper t3s for now with black ops carrieng the stuff in and out.
Lokar Griman
Di-Tron Heavy Industries
OnlyFleets.
#18 - 2015-07-09 12:48:21 UTC  |  Edited by: Lokar Griman
Lokar Griman wrote:
Nevyn Auscent wrote:
We already have the line of ships, it's called SOE ships. Cov Ops, Lasers & Drones for infinite ammo, large holds, and scanning bonuses. Yes they get Data/Relic bonuses already but are also good at combat sites.

This is simply demanding that you get SOE ships with a different weapon set.


Welll the soe ships: a: expensive
B: fittings bad , the soe frigat is ok , the cruiser yu ither fitt it dps and tank on it and let another fleet member rep ya or ya screwd, nestor: ul need 3 of them , semi logi dps fit and spider tank them tho they have big cap issues plus t2 fit will not do unless you field 4 nestors and what ,thats already fielding over 4 billion isk price, you better off with cheaper t3s for now with black ops carrieng the stuff in and out.


And to carrie out op in null sec you need what, 2-3 black ops depnding how far ya going, 2-3 scouts and 2-3 t3s so thats like max 9 ppl on that op down to 1-2 persons who multibox.
Tabyll Altol
Viziam
Amarr Empire
#19 - 2015-07-09 14:26:18 UTC
Joe Risalo wrote:
I don't know enough about lore to name the faction, but...

Frig
Faction
Armor resist bonus
Faction
Missile damage bonus
Role
Reduced reload time of rapid light launcher --> Have fun fitting a rapid light launcher on a frigsized ship, it should be hardly possible to fit it with the powergrind needs.
Reduced cap usage of armor reps
Can fit cov cloak, immune to d-scan, OR bubble immunity --> sure and when were are at this let´s make it all three.

1 Missile hard point

Cruiser
Faction
Armor resist
Faction
Missile damage
Role
Reduced reload of rapid light
Reduced cap usage of armor reps
cloak, immune to d-scan, or bubble immunity --> look at the frig

2 Missile hard points

BS
Faction
Armor resist
Faction
Missile Damage
Role
Reduced reload of RAPID HEAVY
reduced cap of armor reps
cloak, d-scan, or bubble
Can fit Bastion (replaces the remote armor bonuses you'd see on SoE) --> Bastion only works on Mauroders and i think CCP has a reason for that.

3 Missile hard points



First no bubble immunity there are too many ships already implemented. And i can´t see the "downside" of those ships, seems like an post i lost my ship so i want ccp to implement a better ship so i can´t loose my ship anymore.

-1
Joe Risalo
State War Academy
Caldari State
#20 - 2015-07-09 15:27:58 UTC
Tabyll Altol wrote:
Joe Risalo wrote:
I don't know enough about lore to name the faction, but...

Frig
Faction
Armor resist bonus
Faction
Missile damage bonus
Role
Reduced reload time of rapid light launcher --> Have fun fitting a rapid light launcher on a frigsized ship, it should be hardly possible to fit it with the powergrind needs.
Reduced cap usage of armor reps
Can fit cov cloak, immune to d-scan, OR bubble immunity --> sure and when were are at this let´s make it all three.

1 Missile hard point

Cruiser
Faction
Armor resist
Faction
Missile damage
Role
Reduced reload of rapid light
Reduced cap usage of armor reps
cloak, immune to d-scan, or bubble immunity --> look at the frig

2 Missile hard points

BS
Faction
Armor resist
Faction
Missile Damage
Role
Reduced reload of RAPID HEAVY
reduced cap of armor reps
cloak, d-scan, or bubble
Can fit Bastion (replaces the remote armor bonuses you'd see on SoE) --> Bastion only works on Mauroders and i think CCP has a reason for that.

3 Missile hard points



First no bubble immunity there are too many ships already implemented. And i can´t see the "downside" of those ships, seems like an post i lost my ship so i want ccp to implement a better ship so i can´t loose my ship anymore.

-1


That's why I said cloak, d-scan immunity, OR bubble immunity.
Which ever one would fit best.


Now, as far as the ship loss thing.... Not at all. Haven't lost a single ship doing combat sites, cause I don't do combat sites.
I just had an idea for a ship that sounds interesting, and is dedicated to a task that I've seen a lot of people searching out ways to do so with more survivability.
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