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New ships concept: Space Interdiction Battlecruiser Class

Author
Khurt DeLandcourt
Infinity Bay.
Pandemic Horde
#1 - 2012-01-09 14:05:45 UTC
Hi

this is the first time i use this forum, so please, forgive me if i'll make some mistakes.

I thought about a new ship class: a T2 battlecruiser capable to interdict a small portion of space at very long range.

Those ships will not use the same warp disruption modules as other Interdictor, but they will interdict a portion of space in the most classical way: fire barrages. This will not prevent enemies to warp away, but it will avoid enemies cross the target area without taking high damages.
This what i thought for those ships stats to better understand this idea. I use caldari as example.
(sorry, i cannot set a spoiler, so it will appear as a wall of text, but they are simple info, really fast to read)

Quote:
Name: Horizon Class
Role: Space Interdiction

Structure
Structure HP: 3400 HP
Max Velocity: 160 m/sec
Inertia Modifier: 0.620
Mass: ~15,000,000 kg
Volume: ~270,000 m3
Capacity: 350 m3
Drone Capacity: 0 m3
Drone Bandwidth: 0 Mbit/sec
Capacitor Capacity: 3000 GJ
Recharge Time: 650 s

Fitting
Powergrid Output: 870 MW
Low Slots: 4
Med Slots: 6
High Slots: 5
CPU Output: 550 Tf
Launchers Hardpoint: 0
Turret Hardpoint 0
Calibration: 400
Upgrade Hardpoint: 3

Armor
Armor Hitpoints: 3500 HP
EM Resistance: 50%
Explosive Resistance: 10%
Kinetic Resistance: 25%
Thermal Resistance: 45%

Shield
Shield Hitpoints:
EM Resistance: 0%
Explosive Resistance: 50%
Kinetic Resistance: 40%
Thermal Resistance: 20%
Shield Recharge: 1500 s

Role Bonus
Can mount Space Interdiction Modules
Max Locked Targets -100%
ECM Burst activation cost -50%

Battlecruiser Skill Bonus:
5% shield resistance and 5% bonus reduction webifiers modules effectiveness per level.

Caldari Space Interdiction Skill Bonus:
10% Space Interdiction Modules duration and ammo capacity
5% bonus reloading time per level
Khurt DeLandcourt
Infinity Bay.
Pandemic Horde
#2 - 2012-01-09 14:05:56 UTC  |  Edited by: Khurt DeLandcourt
And those are the stats for the Space interdiction Modules as I imagine those:

Quote:
Caldari Attributes
Capacity: 20 m3
Used with: Interdiction Ammo (crystals for Amarr)
Rof: 1 s
Charge per Cycle: 1
Duration: 60 s
Reload Time: 100 sec
Speed Modifier: -100%
Slot requirement: 1 High Power
CPU Usage: 80 Tf
Powergrid Usage: 150 MW

On activation:
Pilot can chose a 10km radius sphere as target area, with a minimal range of 30 km from his ship to a maximum of 150 km.
Upon activation the ship aligns to the target area, then stops and starts launching a heavy barrage of timed missiles that exploded randomly in the target area damaging ANY ship in the explosion radius.
Once activated, this module CAN'T be turned off before the end of the cycle.

Timed Missile Stats:
Volume: 0.33 m3
Velocity: 3000 m/s
Area of Effect: 4 km
Kinetic Damage: 2700 HP
Base Shield Damage: 1500 HP
Base Armor Damage: 2000 HP



Quote:
Amarr Attributes
Capacity: 20 m3
Used with: Barrage Crystals
Rof: 1 s
Activation Cost: 220 GJ
Duration: 60 s
Reload Time: 100 sec
Speed Modifier: -100%
Slot requirement: 1 High Power
CPU Usage: 40 Tf
Powergrid Usage: 220 MW

On Activation (Amarr):
Pilot can chose a conical target area with a 5km base radius at 100 km from the ship (it can be directed in any direction with ofc the vertex on the ship. Upon Activation the ship aligns to the target area, then stops and open fire launching random laser rays that collide with the first object they find.
Once activated, this module CAN'T be turned off before the end of the cycle.

Barrage Crystal
Volume: 20 m3
Crystals take damage: true
Volatility: 100% (they are consumed with 1 activation)
EM Damage: 3000 HP
Base shield damage: 2500 HP
Base Armor Damage: 1000 HP



Quote:
Minmatar Attributes
Capacity: 20 m3
Used with: Proximity Charges
Rof: 10 s
Charge per Cycle: 10
Duration: 60 s
Reload Time: 100 sec
Speed Modifier: -100%
Slot requirement: 1 High Power
CPU Usage: 30 Tf
Powergrid Usage: 200 MW

On Activation:
Pilot can chose a 90° circular sector centered on his ship with a 120 km radius. (it can be directed in any direction keeping the central angle on the ship). Upon activation, the ships align to the target area, then stops and open fire launching ordered volley of proximity fused HE projectiles triggered by ships in the proximity activation range.

Proximity HE Charges
Volume: 0.33 m3
Velocity: 10,000 m/s
Fuse Distance Activation: 5 km
Explosive Damage: 3000 HP
Base shield damage: 1000 HP
Base Armor Damage: 2500 HP



Quote:
Gallente Attributes
Capacity: 20 m3
Used with: Dark Matter Charge
Rof: 1 s
Charge per Cycle: 1
Duration: 60 s
Reload Time: 100 sec
Speed Modifier: -100%
Slot requirement: 1 High Power
CPU Usage: 40 Tf
Powergrid Usage: 190 MW

On Activation:
Pilot can chose a prismatic shaped target area 24 km x 15 km x 5 km (with the 24 km x 15 km face oriented toward the ship).
Upon Activation, the ship aligns to the target area and start a barrage of Dark Matter Charges that create a mini sized anomaly, pressing the matter in the area of effect and overheating it.

Dark Matter Charge
Volume: 0.33
Area of Effect: 5 km
Thermal Damage: 2700 HP
Base Shield Damage: 2000 HP
Base Armor Damage: 1500 HP


What do you think about?
Luba Cibre
Global Song Setup
#3 - 2012-01-09 14:17:58 UTC
The idea is cool, didn't read your actual ship prototypes.

"Nothing essential happens in the absence of noise." 

SabuMaru ICE
DLM Enterprises
The Serenity Initiative
#4 - 2012-01-09 14:27:20 UTC
loking at the amount of DMG you are dishing out
and the fact that it will be stationairy etc...

i would Vote for BattleShip Level 3 hulls

also will add a nice way to kill off fighters / drones at range in fleet battles

it looks like a FlagCannon design ... will add a nice new ship
and it will be an awsume counter versus carriers and supercarriers

Thumbs UP for this idea