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Player Features and Ideas Discussion

 
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Ideas for battleships

Author
Kenrailae
Center for Advanced Studies
Gallente Federation
#161 - 2017-02-27 13:21:31 UTC
Quote:
You can point out why you think ideas don't work all day. But that's not actually helping to solve them and come up with a solution.



You're plenty good at the first part..... but refining ideas also requires the second part.



The NSA works on a fighter tubes concept. It's not a single fighter, but a flight of fighters, launched and docked in what CCP chose to call a tube. Moving away from that would require rework of the code yes. Bonusing a BS hull to be able to fit the NSA would allow it to keep that carrier feel, keep the carrier/fighter code(with a minor amount of rework). I'm not sure where we got into the concept of individual fighters. The change I would consider here is a reduction in the NSA lock range and scan. Currently I think it goes out to like... 4000 or something, would need to double check, but if it were to be kept in much tighter that may help with reducing some of the concern with gate camping?




2 fighter tubes seems to be the best balance point to me, that way you don't need to put penalties on them, keep the carrier feel, and have some fighter choices. I could also make argument for 1 tube for Light fighters, then two others for support fighters, helping to keep that potential DPS issue in check. Could be 5% bonused for the 2 tube concept, or not bonused for the 3. These things all already exist on carriers. They have limits on what kind of fighters you can put in tubes. No new coding here, except for the actual coding for the ship, etc. Is there something about coding these I'm missing that you think would require major alteration of the fighter code?


Yeah, this thing needs to be big and slow. It's a mobile flight deck. Large sig, slow speed slow align.


I disagree on the fighter HP reduction, because as you've pointed out, they are not difficult to kill off. If they don't get HP bonused they shouldn't be all too much different than trying to deal with a gecko from a rattlesnake, albeit they're fighters. To stop them from being majorly bonused with FSU's, maybe keep the hull at 2 or 3 highs?




idea, assess, discuss.

The Law is a point of View

The NPE IS a big deal

Lugh Crow-Slave
#162 - 2017-02-27 13:37:34 UTC  |  Edited by: Lugh Crow-Slave
.. . The reason for extra coding and fighter reduction was explained. 1 full flight of fighters can easily reach over 1k dps this is extremely high for a t1 battleship without making significant fitting sacrifices. A damage reduction doesn't work because the 33 mill per squad fighters will not be worth the isk at that point. With two tubes you now have either over 2k dps or fighters not worth the isk.

Lol 2-3 highs to limit FSU? Most cariers only fit 3.


I'm not sure what you were going on about with the nsa that is just something that bonuses locking and ewar resistance for the fighters and carrier


Edit since it went to the second page and you didn't quote the parts you were responding too I'm not sure I fully understood but I think I got it
Kenrailae
Center for Advanced Studies
Gallente Federation
#163 - 2017-02-27 13:53:55 UTC
1k dps is not 'extremely high' and those sacrifices would be built into the hull in terms of less tank, or slower, or other ways, up to and including not many slots. Further, once its fighters are dead, it does 0 dps. How is that not sacrifices? But you just go assume and be belligerent.

P sure two tubes of support fighters or 1 tube of lights and 1 tube of superiority doesn't break 2k dps. I haven't eft'd it, but pretty sure it doesn't.

The NSA provides the massive scan res bonus that allows carriers near instalock. You brought up gate camping concerns, I responded with possibly reducing the bonus it provided, and not having these lock out to 3700k. Your next move is to say you don't get it. Well played.

So if you limit the hull to two highs.... that's one for an NSA, then maybe 1 more for an FSU..... seems pretty limited to me...






The Law is a point of View

The NPE IS a big deal

Lugh Crow-Slave
#164 - 2017-02-27 14:09:13 UTC  |  Edited by: Lugh Crow-Slave
Ooh see if had no idea you were responding to my idea with the two tube thing.


And yes if we have these things 1k dps and ewar that would be pretty broken. And when most t1 bbs struggle to get over 850 dps 1k is alot.

Also with out again a code re-write you can't have one tube of light and one of just superiority. Unless that was a typo and you meant support I'm not sure. As for the nsa they don't need it battleship lock times are fine and the battleships don't need ewar resistance either. To be honest let me play around a bit I think if they can't fit the FSU either their dps does drop around the 850 mark depending on the number of lows given. With that and no ewar bonus but still given two support fighter tubes and one light fighter tube, two total tubes. It may become workable.


I would say ensuring these things could not maintain solo viability would still be important. So low base hp for shield variants and at most 2 mids for the armor ones
Cade Windstalker
#165 - 2017-02-27 14:24:45 UTC
So, everyone running off with this whole "pocket Carrier" concept seems to have missed one rather essential thing here.

You need a better reason for something to exist than "It would be cool! Why not?!?!". That's not an argument, it's a slow pitch asking to get fouled...

We already have EWar Battleships and it seems at least somewhat likely that the Black Ops BSes will lose their slightly ridiculous agility related bonuses in favor of BS EWar bonuses. EWar fighters could certainly use a second look, but they don't need a weird BS-sized hull for that, they need CCP to find the balance between massive range EWar and not-full-strength EWar.

Arcturus Ursidae
Federal Defense Union
Gallente Federation
#166 - 2017-02-27 14:38:21 UTC
How about this.

Escort carrier type battleship

2 - 3 tubes depending on balance issues. Problem needs to be able to do several hundred DPS though.

Restrict it to space superiority and support fighters.

Bonus to fighter speeds

Concerns about DPS are relevant so the ship could have no damage bonus but fighter costs are also relevant so perhaps restrict number of fighters in the tubes (we know different fighters do have different squadron numbers) and have a damage bonus (maybe even racial)

Allow it to fit a defender launcher. (Don't feel this makes the destroyer platform obsolete but provides fleet utility)

No command bursts

No fighter support units

No jump drive or capital skill requirements

Not sure about network sensor array probably no.

No Requirement for 1bill of capital skill books and two months of training time before being able to experience fighter functionality.

Now you have a battleship sized anti fighter/bomber platform providing a stepping stone to full carrier.

No idea if it's balanced as per above posters comments specifics of any ideas will always need further balancing and strength will vary depending on whether it is a fourth battleship or T2 battleship platform.
Lugh Crow-Slave
#167 - 2017-02-27 14:39:47 UTC  |  Edited by: Lugh Crow-Slave
@cade


1

There are only 2 ewar bbs and they are only a very niche ewar

2 there is only one blops with an agility bonus and it is useful.

3 blops have 0 need to gain ewar as that role is filed just fine by the recons

4 as a class blops are already incredibly well balanced so are all the ships used in a blops fleet. Each one has a particular role and no one steps on each others toes. They do all this and still maintain balanced in the overall meta. If there is any class that does not need a rework it's blops
Lugh Crow-Slave
#168 - 2017-02-27 14:43:11 UTC
Arcturus Ursidae wrote:
How about this.

Escort carrier type battleship

2 - 3 tubes depending on balance issues. Problem needs to be able to do several hundred DPS though.

Restrict it to space superiority and support fighters.

Bonus to fighter speeds

Concerns about DPS are relevant so the ship could have no damage bonus but fighter costs are also relevant so perhaps restrict number of fighters in the tubes (we know different fighters do have different squadron numbers) and have a damage bonus (maybe even racial)

Allow it to fit a defender launcher. (Don't feel this makes the destroyer platform obsolete but provides fleet utility)

No command bursts

No fighter support units

No jump drive or capital skill requirements

Not sure about network sensor array probably no.

No Requirement for 1bill of capital skill books and two months of training time before being able to experience fighter functionality.

Now you have a battleship sized anti fighter/bomber platform providing a stepping stone to full carrier.

No idea if it's balanced as per above posters comments specifics of any ideas will always need further balancing and strength will vary depending on whether it is a fourth battleship or T2 battleship platform.



I'll be back once iv slept but I need to start off just letting you know that even a nid and thany just barely get 300 dps out of superiority fighters and do to the near perfect application that would at the same time be to high and to low for this ship lol
Lugh Crow-Slave
#169 - 2017-02-27 14:46:00 UTC
Cade Windstalker wrote:
they need CCP to find the balance between massive range EWar and not-full-strength EWar.




Other than the laughably weak ecm fighters that balance is there the only problem is they are not worth losing 1/3 of your dps and valuable hanger space
Cade Windstalker
#170 - 2017-02-27 15:51:27 UTC  |  Edited by: Cade Windstalker
Lugh Crow-Slave wrote:
Cade Windstalker wrote:
they need CCP to find the balance between massive range EWar and not-full-strength EWar.




Other than the laughably weak ecm fighters that balance is there the only problem is they are not worth losing 1/3 of your dps and valuable hanger space


Which is, essentially, the problem. If the only way you're going to use something is if there's no real trade-off to doing so then it's probably underpowered. The only EWar fighters I can even imagine someone using in a fleet context are the point ones, and even then only to either grab initial tackle or in a pinch.

If, when the total loss of DPS from a few ships swapping is so tiny, no one is still willing to use these things then IMO they need a buff.

CCP could just add the dedicated EWar tube, and have the trade off be between the various EWar fighter types, but I don't think that really solves the issue or creates much in the way of interesting gameplay. It would just make the various EWar fighters extremely common to see in fights but probably only whichever ones people find to be 'best'.

It's far more interesting if CCP buff them to the point that they're worth trading off DPS for, without buffing them to the point that they're stepping on the toes of dedicated EWar ships. Instead trading power for the absurd projection that Fighters bring to the table.

Lugh Crow-Slave wrote:
@cade
1 There are only 2 ewar bbs and they are only a very niche ewar

2 there is only one blops with an agility bonus and it is useful.

3 blops have 0 need to gain ewar as that role is filed just fine by the recons

4 as a class blops are already incredibly well balanced so are all the ships used in a blops fleet. Each one has a particular role and no one steps on each others toes. They do all this and still maintain balanced in the overall meta. If there is any class that does not need a rework it's blops



  1. Fair point.

  2. I was referring to the Inertia bonus on the Sin *and* the speed bonus on the Redeemer. Both of these feel like bonuses begging to just be baked into the hulls they're on. They may be useful but they're also not that powerful compared to other bonuses, and one thing that we've pretty consistently seen through the tiericide is bonuses like this just baked into the hulls and replaced with something that either scales better or is more interesting.

  3. Also a fair point, but to me this seems like more of an argument *against* the Window than anything else. If nothing else the hulls could get a moderate bonus to EWar as a role bonus without breaking any of them terribly or eclipsing the Recons.

  4. While I generally agree that they're not OP or nearly as worthless as they were when they were basically only used to bridge T3Cs around, I still feel like they could safely be tweaked and buffed without becoming OP. It feels more like they're used these days because they're slightly more affordable for an older and more ISK-rich Eve population, and because nothing else really does what Black Ops BSes do, not because they've magically changed somewhere in the last 3-4 years from when they were basically considered mobile bridges for either small-scale Logistics work or hot drops.
Dior Ambraelle
University of Caille
Gallente Federation
#171 - 2017-02-27 17:04:32 UTC
Arcturus Ursidae wrote:
How about this.

Escort carrier type battleship

2 - 3 tubes depending on balance issues. Problem needs to be able to do several hundred DPS though.

Restrict it to space superiority and support fighters.

Bonus to fighter speeds

Concerns about DPS are relevant so the ship could have no damage bonus but fighter costs are also relevant so perhaps restrict number of fighters in the tubes (we know different fighters do have different squadron numbers) and have a damage bonus (maybe even racial)

Allow it to fit a defender launcher. (Don't feel this makes the destroyer platform obsolete but provides fleet utility)

No command bursts

No fighter support units

No jump drive or capital skill requirements

Not sure about network sensor array probably no.

No Requirement for 1bill of capital skill books and two months of training time before being able to experience fighter functionality.

Now you have a battleship sized anti fighter/bomber platform providing a stepping stone to full carrier.

No idea if it's balanced as per above posters comments specifics of any ideas will always need further balancing and strength will vary depending on whether it is a fourth battleship or T2 battleship platform.

I think 2 tubes maximum is enough, normal carriers have 3, escort carriers should be weaker.
Defender launcher is unnecessary.
It should have it's own skill that requires fighters first.
Definitely no NSA.
I think these should be T2 battleships, more expensive than the other two, but less base EHP.
I would like to keep the refit ability, but we could make these ships unable to use it, so they need to dock to refit.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Cade Windstalker
#172 - 2017-02-27 17:52:43 UTC
Dior Ambraelle wrote:
I think 2 tubes maximum is enough, normal carriers have 3, escort carriers should be weaker.
Defender launcher is unnecessary.
It should have it's own skill that requires fighters first.
Definitely no NSA.
I think these should be T2 battleships, more expensive than the other two, but less base EHP.
I would like to keep the refit ability, but we could make these ships unable to use it, so they need to dock to refit.


The market price for a T2 Battleship is currently anywhere between slightly below the market price for a T1 Carrier to 2-300m above it. Why would anyone ever use one of these outside of High Sec, where it's questionable a ship that can use Fighters should even be allowed, when a Carrier is a cheaper, better, option with a jump drive and about ten times the EHP?

We also seem to have, once again, completely flown past why a BB sized ship that can even use Fighters should be added to the game beyond "it sounds cool".
Lugh Crow-Slave
#173 - 2017-02-28 00:09:42 UTC
Cade Windstalker wrote:


I was referring to the Inertia bonus on the Sin *and* the speed bonus on the Redeemer. Both of these feel like bonuses begging to just be baked into the hulls they're on. They may be useful but they're also not that powerful compared to other bonuses, and one thing that we've pretty consistently seen through the tiericide is bonuses like this just baked into the hulls and replaced with something that either scales better or is more interesting.


except the speed bonus on the panther and agi on the sin are incredibly useful.
Quote:

Also a fair point, but to me this seems like more of an argument *against* the Window than anything else. If nothing else the hulls could get a moderate bonus to EWar as a role bonus without breaking any of them terribly or eclipsing the Recons.

except that the widow is one of those nice E-war BBs it does something no other ship in the game does and that is an extremely powerful ECM burst. only an idiot fits this thing for full ECM rather than bridging a falcon who does the job much better and cheaper. Blops don't need E-war tacked on. Each blops has a role and each one does it incredibly well.

you say the sin an panther should just have those bonuses backed in and get new ones. this only shows that you do not understand how powerful they are. take them on their own and yeah they don't seem like much but combine them with the cloak bonus and you begin to see it. the sin can get into warp faster than your adv cruiser and it's almost impossible to de-cloak a panther that can begin to approach ab speeds cloaked this can then be combined with pulsed mwd cycles to rapidly re position at speeds over 3km/s.
[/quote]
Quote:

  • While I generally agree that they're not OP or nearly as worthless as they were when they were basically only used to bridge T3Cs around, I still feel like they could safely be tweaked and buffed without becoming OP. It feels more like they're used these days because they're slightly more affordable for an older and more ISK-rich Eve population, and because nothing else really does what Black Ops BSes do, not because they've magically changed somewhere in the last 3-4 years from when they were basically considered mobile bridges for either small-scale Logistics work or hot drops.
  • [/list]

    the reason they are used more now is not because they are more affordable. there was a very slight balance tweak to them along with indirect buffs in the changes and additions of other mods to the game. and they are in an extremely good spot.

    for the most part the only reason ppl think they need a ballance pass use an argument like "widow has ewar they should all have e-war" "sin has agi buff i dont understand it so it should change" "blops haven't seen a major pass yet so they should get one"


    now nothing is perfict and im sure the bass stats could be more fine tuned but things as drastic as bonuse changes are not needed and would servve only as a way to risk upsetting the balance.

    take for example if you gave them racial t2 e-war. the redeemer would become vastly more valuable than the other three followed by the sin. where as right now there is slightly more use of redeemer and widow but only because they tend to be the most attractive looking to new blops pilots. go and look at people who have flown them regularly for a while and you see an extremely even spread.