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New Pirate Faction

Author
James Baboli
Warp to Pharmacy
#21 - 2015-07-09 15:55:54 UTC  |  Edited by: James Baboli
So, you have a very base concept. You have a why for that.

Now, why so few launchers with correspondingly huge bonuses?
Why cloak, scan or bubble immunity on any of them?
Why bastion on the BS?
Why bonuses to rapid launchers, especially on the frigate?
Why this isn't just SOE with missiles?
Why must there be a dedicated hull to combat sites?
Why can't you use an SOE ship, already bonused to armor resists, scanning, cloaking and an ammo-immune weapon for combat sites?
Why should combat sites be highly survivable in hostile space?
Why a balanced resist profile?

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Joe Risalo
State War Academy
Caldari State
#22 - 2015-07-09 17:00:59 UTC
James Baboli wrote:
So, you have a very base concept. You have a why for that.


Now, why so few launchers with correspondingly huge bonuses? - To allow less modules, thus less ammo usage

Why cloak, scan or bubble immunity on any of them? - survivability outside of HS

Why bastion on the BS? - To allow use against all NPC types without giving it massive sensor strength, and also giving it a risk vs reward factor

Why bonuses to rapid launchers, especially on the frigate? - The bonus on the Frig is just a suggestion, as far as overall, it's to increase DPS without simply giving a massive damage bonus, and also so they can use the rapids for better application

Why this isn't just SOE with missiles? - Well, SoE ships are a little bit broken. Nestor is pretty bad solo, Astero is little more than a Cov Ops ship, and the Stratios is heavy on mids, thus reducing tanking/dps capability

Why must there be a dedicated hull to combat sites? - There are dedicated hulls for just about everything else, so why not?

Why can't you use an SOE ship, already bonused to armor resists, scanning, cloaking and an ammo-immune weapon for combat sites? - Cause they kinda suck

Why should combat sites be highly survivable in hostile space? - Because there's no point in running them if the risks to get there and/or run them is too high. You don't see a lot of people running combat sites outside of space controlled by their corp/alliance

Why a balanced resist profile? - This allows for continuous site running without the need for constant docking to swap resists.
There's also the factor of it being slightly more difficult for armor tanks to build a strong Omni resist profile. It's much easier with shields. This means you can find a nice quiet system with lots of combat sites, and can simple jump back and forth to each site without delaying to refit. Of course, there's always the option to refit for a much stronger resist profile against the target rats, but that's a matter of choice.

(I added this question) Why a large cargohold? - To allow the ships to carry plenty of ammo for sites, while leaving room for loot.
Danika Princip
GoonWaffe
Goonswarm Federation
#23 - 2015-07-09 18:24:46 UTC
Why bother when a tengu does it all better and cheaper?

How does bastion have anything to do with what NPC types it can be used against?

Why would we want another race of ships that will just chainsaw through everything of equal or smaller size, the way the mordus ships do?

Why introduce a dedicated ratting ship, and yet give it bonuses to allow it to consume anything smaller than itself in PVP?

You didn't actually answer the combat sites question. Why should they be easy to run in hostile space, in a ship that will quite happily eat anything that tries to tackle it? You talk about risk/reward, yet you seem to want all the risk removed with your bonuses. Why is that?

Why would anyone want to dock to swap resists? Depots exist. Also, where are you finding systems with multiple racial combat sites in them? And do you not thing the balanced resist profile, combined with all the other PVP advantages you want to give these things, kind of flies in the face of what you claim is it's purpose?
James Baboli
Warp to Pharmacy
#24 - 2015-07-09 18:41:27 UTC
Now, why so few launchers with correspondingly huge bonuses? - To allow less modules, thus less ammo usage - yet you bonus it to RAPID launchers, with massive inherent ammo consumption

Why cloak, scan or bubble immunity on any of them? - survivability outside of HS - And all 3 are much more valuable as a hunter going PVPing than as a ratter.

Why bastion on the BS? - To allow use against all NPC types without giving it massive sensor strength, and also giving it a risk vs reward factor - ECCM and MJDs exist. you also are bonusing them to one of 2 weapons where jamming isn't a major issue, just swap to FOFs and yolo them. Bastion also gives it insane tank, massive projection, strong application bonuses, etc.

Why bonuses to rapid launchers, especially on the frigate? - The bonus on the Frig is just a suggestion, as far as overall, it's to increase DPS without simply giving a massive damage bonus, and also so they can use the rapids for better application - yet you are also giving them so few slots that to be usable at all, they require massive damage bonuses anyways. Care to explain this bit of logic?

Why this isn't just SOE with missiles? - Well, SoE ships are a little bit broken. Nestor is pretty bad solo, Astero is little more than a Cov Ops ship, and the Stratios is heavy on mids, thus reducing tanking/dps capability - And yet, even at the relatively high price supported by the inherent value of SOE LP and rarity of drops ( along with the relatively low content of the drone lands where they drop) they are in fairly constant use and high demand. Care to try and explain that?

Why must there be a dedicated hull to combat sites? - There are dedicated hulls for just about everything else, so why not? - Because combat sites are about taking a COMBAT ship into a site. Literally too easy. Any combat ship can be fitted to be a reasonable anom runner, and low-mid tier DED sites can be run in most ships.

Why can't you use an SOE ship, already bonused to armor resists, scanning, cloaking and an ammo-immune weapon for combat sites? - Cause they kinda suck - Cause you kinda aren't using them right, or want to run 10/10s solo?

Why should combat sites be highly survivable in hostile space? - Because there's no point in running them if the risks to get there and/or run them is too high. You don't see a lot of people running combat sites outside of space controlled by their corp/alliance - Yep. this is to encourage sov holding, or running in NPC null, where you can hide in an NPC station. Working as intended.

Why a balanced resist profile? - This allows for continuous site running without the need for constant docking to swap resists.
There's also the factor of it being slightly more difficult for armor tanks to build a strong Omni resist profile. It's much easier with shields. This means you can find a nice quiet system with lots of combat sites, and can simple jump back and forth to each site without delaying to refit. Of course, there's always the option to refit for a much stronger resist profile against the target rats, but that's a matter of choice. - So, they get a massive boost to PVP style fits because PVE is too hard. Wow.

(I added this question) Why a large cargohold? - To allow the ships to carry plenty of ammo for sites, while leaving room for loot. - So, like being a marauder, but without being willing to invest the SP? sweet.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

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