These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Thukker Ships (Cal/MM Pirate Faction)

Author
Wear Shoes
Doomheim
#1 - 2017-04-14 12:45:19 UTC
So, the gap needs filling and the Thukker's would do it well (imo)

You'd have to get creative (but not TOO creative) with the lore to make it work, but I can imagine a situation in which the Thukker's share tech with a large Caldari corp for reasons.

Anyway, the basics
Quote:

Caldari Ship Skill; +4% shield resistances per level.

Minmatar Ship Skill; +10% (5%?) ship velocity (agility?) per level.

Role Bonuses;

+25% optimal and falloff range for projectile turrets (maybe this is OP?)

Can Fit Covert-Ops Cloak (excluding BS)


So, thematically, the Thukker's are nomadic, seeking to evade combat entirely and only engage under favorable conditions, if at all. Through some kind of backroom deal, caldari corps have traded shield and cloak technology for something (access to Thukker trade routes, information on thukker doomsday tech... whatever. A tech trade deal has been struck to benefit both groups)
-alternatively, a Caldari defector group is supplying the Thukker's with this tech for money/to harm the state.. The lore has a lot of options.

To fit the nomadic, evasive theme, Thukker's ships (frigate and cruiser) are able to fit Cov Ops cloaks, and have a moderate role bonus to projectile weapon sniping. Hit and run tactics being the idea.

Balance-wise, it would be nice for there to be a live alternative to the SOE ships for T1 Cov Ops, as these ships have nearly become mandatory in J space for pilots who don't have access to Recon ships or Strategic Cruisers. Cloaky T3's are generally quite weak compared to "proper" cruisers, and this is the niche Thukker ships would fit into. Cloaky snipers, with lowish dps, and decent maneuverability and a shield tank focus.
Mid slots could be rationed such that being able to tackle/ewar comes at the expense of fitting tank and vice versa.
Low slots would generally be fewer, 2-3 to restrict choices to between weapon upgrades and propulsion upgrades, again forcing a choice between tank or gank focus.
Generally each ship should be able to field a utility high slot (for a probe launcher, seems like a 'must have' for space nomads, but also important for this ship to be able to fill its role in J space, and occupy some of the roles that the SOE ships currently fill there)

So, example ship names and layouts (more for an idea than to be definitively well balanced or anything) plus rough trait descriptions.

Quote:
Interloper (Frigate)

4 High; 2 Turrets, (possibly one launcher)
4 Medium.
2 Low.

-100% (or 90 or whatever is appropriate CPU req for cloaking devices)

-Tight PG, Average CPU. Ideally, running 2 arty and 1 lml would be over on PG without rigs/pg lows for most pilots, and maybe slightly over for highly skilled pilots (but can be fit with implants)
-Roughly 150-200 dps when fit for long range
-Lowish EHP, with a shield focus, and a reasonable Kinetic/Explosive resist hole.
-Fast and reasonably agile, with an average to slightly larger than average Sig. Radius. (this is to discourage speed tanking short range fits. Speed is for repositioning and range management, not avoiding being hit)
-Good sensor strength and scan resolution. Excellent Targeting range
-Decent capacitor size and regeneration rate (active tanking is a priority with such low EHP, as well as already fairly large sig. radius)

Outcast (Cruiser)

6 High; 3 Turrets, 1 Launcher.
4 Medium.
3 Low.

-x% reduction to CPU req for cloaking devices (whatever is appropriate to keep CPU choices meaningful, even if a pilot chooses not to fit a cloak)

-Tight PG and CPU (again, the ideal is that some compromise must be made when trying to fit the best long range weapons)
-Roughly 250-320 dps when fit for range.
-Lowish EHP, mainly in shield with a similar resist profile to the Interloper.
-Again, good speed and agility with largeish Sig Radius. (again, to discourage speed tanking short range fits.)
-Good sensor strength and scan resolution. Excellent targeting range.
-Decent capacitor size and regen. (again, to highlight an active, low buffer tank)

Wayfarer (battleship)

Role Bonus:
Targetting Delay after cloaking reduced to 5 seconds.
Cloaking device penalties reduced by 50% (movement speed, scan res, sig radius)

6 High; 5 Turrets, 1 Launcher.
6 Medium.
3 Low.

Basically the same rough pros/cons as the other ships, but with more DPS and tank available to off set the lack of a Cov Ops cloak. Ideally would be naturally quite fast for a battleship, and again, having a better than usual scan resolution and targetting range.




So those are the rough ideas. Conceptually, they are fragile, long range high alpha, mobile ships, vulnerable to high alpha attackers, as well as being hard tackled and forced into a brawl. Excellent at recon work, and ambush sniper attacks.
Can be fit to either kite, active tank, ewar, or deal maximum up front damage, but limited to only really being able to focus on one of these things.
Potential to fit these ships with polarized artillery, for max gank, but negating entirely one of the racial bonuses granted.
Filling a role that lies somewhere between a cloaky T3 and a stealth bomber, but with a price that makes them less disposable than stealth bombers, and lower SP requirement than T3 cruisers (and also much lower survivability and flexibility)


There is also the possibility of a Thukker carrier (probably a FAX, thematically) although not being a carrier pilot, I wouldn't know where to begin with trying to bonus them to fit thematically and be useful members of that class.


Anyway, let me know what you think. I reckon it'd be nice to have a cal/mm hybrid faction, and it would also be nice to have some competition for the SOE Covert Ops role which has dominated wormhole space (in contrast to when I played 5 years ago before SOE ships, where you seldom saw covert ops fits on anything except T3's and maybe the odd Falcon in wormholes)
Soel Reit
The Scope
Gallente Federation
#2 - 2017-04-14 13:41:59 UTC
we don't need new ships,
but new classes of ships
that's different
Do Little
Bluenose Trading
#3 - 2017-04-14 14:29:14 UTC
We already have Thukker ships. Nomad, Cheetah, Vagabond and Panther that I know of - possibly others. The only faction that doesn't have their own ships that I can think of are the Ammatar.
Digi Lament
Black Claw Exploratory
#4 - 2017-04-15 00:03:12 UTC  |  Edited by: Digi Lament
Thukker Mix developed the Jaguar as well.
Wear Shoes
Doomheim
#5 - 2017-04-15 05:32:14 UTC
Imo, would be good to have a pirate faction to fill mm/cal.

Thukker Mix isn't the same as Thukker's.. But if that were an issue, could easily tweak the lore. Could make it the specific thukker caravan who were lost in a wormhole for example.

Main point being in my opinion there should be a cross faction represented by cal/mm, and there should also be T1 ships that fit cov ops to occupy the same space as SOE ships, with a different role.

Not against different classes of ships either, but its not a one or the other thing.
Gustav Mannfred
Summer of Mumuit
Remember Mumuit
#6 - 2017-04-15 07:27:26 UTC  |  Edited by: Gustav Mannfred
In my opinion, thukker should be a missile faction, as we have already a projectile turret pirate faction(angel). Mordus legion is more for long range tackle. We don't have a pirate faction with dual application bonuses like serpentis at the moment

frigate:

role bnus: 300% to rocket and light missile damage

minmatar frig skill: 20% to target painter strenght
caldari frig: 15% to missile speed

2/5/3 slot layout, 2 launcher, 0 drones

cruiser:

200% to assault and heavy missile damage

minmatar cruiser: 25% to target painter strengt
caldari cruiser: 15% to missile speed

4/7/4 slot layout, 4 launcher, 0 drones

battleship:

200% to cruise missile and torpedo damage

minmatar bs: 30% to target painter strenght
caldari bs: 15% to cruise missile and torpedo speed

5/8/7 slot layout, 4 launcher, one flight of small drones

these ships should be significantly faster than angel ships, but their signature radius is much bigger than most other ships of their classes. the targeting speed is also much lower, as well as the sensor strengt, which makes them easier to jam. Their cargobay is also lower, so that they can't carry lots of ammo and cap boosters with them. The frig and cruiser don't have drones, the battleship can only launch one flight of small drones. Lastly, the damage bonuses are not applied for undersized missiles(imagine the cruiser with rapid lights and 3 target painters, it would just oneshot frigs)

their advantages are
- more pg and cpu, fitting should not be a problem
- might be the fastest ships in game at the moment
- the target painting bonus helps fleet mates too
- decent amount of dps


with this, we have another high dps pirate faction, similar to serpentis. Serpentis ships also have 2 application bonuses, one which is bound to webs and another which gets applied directly to turrets. In this case the same again. Back when the barghest was introduced, some people wanted it to be a high dps boat with 2 application bonuses, here it is


maybe upwell consortum could represent minmatar/caldari too?

i'm REALY miss the old stuff. 

https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183

Do Little
Bluenose Trading
#7 - 2017-04-15 08:20:01 UTC  |  Edited by: Do Little
The current mix includes:

Guristas: Missile/Drone/Shield
Sansha: Laser/Speed/Shield
Blood: Laser/EW/Armor
Angel: Projectile/Speed/Shield
Serpentis: Hybrid/EW/Armor
SOE: Laser/Drone/Armor
Mordu's: Missile/EW/Shield
SoCT: Balanced/Low skill/Limited edition
Concord: Balanced/Limited edition

Missing are Missile/Armor which could be Ammatar using Khanid technology, Projectile/Armor which could be Thukker and Hybrid/Shield which could be resurrected Defiants. http://wiki.eve-inspiracy.com/index.php?title=Defiants
Soel Reit
The Scope
Gallente Federation
#8 - 2017-04-15 09:46:32 UTC
we need a faction JF to jump from one end of the universe to the other end!
legit Cool
Lothros Andastar
The Scope
Gallente Federation
#9 - 2017-04-15 13:28:42 UTC
Do Little wrote:
We already have Thukker ships. Nomad, Cheetah, Vagabond and Panther that I know of - possibly others. The only faction that doesn't have their own ships that I can think of are the Ammatar.

Aren't all the missile using Amarr ships Ammatar? Or am I thinking Khanid?
Gustav Mannfred
Summer of Mumuit
Remember Mumuit
#10 - 2017-04-15 14:17:41 UTC
Do Little wrote:
The current mix includes:

Guristas: Missile/Drone/Shield
Sansha: Laser/Speed/Shield
Blood: Laser/EW/Armor
Angel: Projectile/Speed/Shield
Serpentis: Hybrid/EW/Armor
SOE: Laser/Drone/Armor
Mordu's: Missile/EW/Shield
SoCT: Balanced/Low skill/Limited edition
Concord: Balanced/Limited edition

Missing are Missile/Armor which could be Ammatar using Khanid technology, Projectile/Armor which could be Thukker and Hybrid/Shield which could be resurrected Defiants. http://wiki.eve-inspiracy.com/index.php?title=Defiants


thukker should be missile/ew/speed

Khanid is the faction that uses missiles

but when that combo is done, there are still factions without ships:

- upwell: could be shield/speed/hybrid, another Gallente+caldari combo
- mercenary/the seven: could be armor/projectile/speed, another amarr+minmatar combo
- intaki: could be armor/drone/speed, gallente+minmatar combo
- interbus: not sure what it could be or if that is even a faction
- rogue drones: could be balanced/equal tank/speed/drone, might combo of all factions?
- jove: these ships used to exist in the past, but could be nice to see them again as versions for players

i'm REALY miss the old stuff. 

https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183

Wear Shoes
Doomheim
#11 - 2017-04-16 02:29:17 UTC
You could be right about missiles over projectile (though there is nothing inherently wrong with having 2 projectile bonused factions IMO)

But I think there is a unique place for Thukker's (or some sub-group of Thukkers) to run a Cov-Ops cloak focus, to balance out the use of SOE ships in WH space. Given that SOE getting WH bonuses fits lore-wise, you could make the same thing work for Thukkers (given their connection lore-wise to wormholes)

Currently the Stratios and Astero are almost mandatory for WH space (from scouting and hunting to solo PvP out there) due to their covert ops cloak ability. This is good, and they fill an important niche in the game, but they fill it so well that very little else gets a look in. Other covert ops capable ships are significantly weaker than a well fit stratios, with the possible exception of the cloaky-T3C's)
This raises a problem, which is without training to T3 Cruisers, the only viable covert ops cloak ship to fly around in wormhole space is an armor tanked drone boat, usually fitted with neuts. That isn't necessarily a bad thing, except it almost defines the solo engagement profile in WH space alone.
Given the Thukker 'style' in the lore of hit and run and generally evasive combat tactics, I believe the idea of cloaky high range low tank snipers would fit both thematically, as well as add a new element into the combat typically found in WH space.
Now, of course cloaky ships aren't the only things flown in wormholes, but generally speaking, out of cloak ships are flown in fleets, with cloaky hunters/tacklers in the target hole, and the fighting ships waiting outside. Most of the time, an astero or a stratios are the best at this role as well (in terms of being able to sneak up on a targets, and hold tackle long enough for backup to arrive)

The proposed stealth sniper thukker ships would fill a similar nice, being able to sneak up on targets and deal high up front damage to them, and potentially escape to safety before backup arrives. Almost the opposite role of the SOE ships.

A sort of hit and run, versus pounce and hold style of gameplay, that would create interesting new fleet compositions and tactics (for example, timing a ship throwing up a bubble between a site and a citadel with an ambush to drive the prey into the trap, or roaming with a larger fleet of the thukker ships looking to alpha weaker ships before backup can arrive)

All of which would lead to different, interesting and new gameplay options. Which IMO is healthy.

Whether the Thukkers are the best faction to make T1 Cov Ops ships for can be debated, but IMO, there needs to be a live alternative to armor tanked drone boats in the T1 Cov Ops 'catergory' which is almost mandatory in WH space.
Alasdan Helminthauge
AirHogs
Hogs Collective
#12 - 2017-04-17 02:11:57 UTC
I don't know about the details, but I think it's good to have a pirate faction combining Caldari and Minmatar ship skills because we currently lack one while having all other combinations.