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Player Features and Ideas Discussion

 
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Seawolf in space

Author
Mary Annabelle
Moonlit Bonsai
#41 - 2012-01-21 23:32:56 UTC
Nikk Narrel wrote:
Nova Fox wrote:
It doesnt resonate with eve to be honest.

Numeration of this ship would eleminate risk, why? you just alphaed the entire hostile fleet.



That has not been an issue with cap ship blobs alphaing entire fleets, and by no definition is this ship's ability to cloak put it above those in strike capability. Plus, coordinating these would be less effective than regular caps.

Offensively, these would not be more effective than a fleet of SBs, and far more expensive to put in space by comparison.


Even I gotta scratch my head here. We already have fleets of SBs, and they don't alpha entire fleets.

The weapon you specified, as it is, would require 4 or 5 of your subs at least to match even the small SB fleets I heard of, except your subs would be horrible at coordinating by comparison.

The SBs can make quicker runs, warp out, come back, etc.

The sub, as you described it, would be so slow at going out and coming back, that the fleet would have already left before a second run could be tried.

Give up on this being a fleet craft, solo at best, and then only in very limited situations.

That's why I like the destroyer, it has more social value, being desirable operating with other ships.
Nova Fox
Novafox Shipyards
#42 - 2012-01-22 02:38:22 UTC
Not many allainces can organize proper fleets. Also SBs can only launch 8 damage bombs at a time.

We once did have such fleets, they all got nerfed.

Either this ship will die horribly or kill everything horribly in uneven numbers.

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Nikk Narrel
Moonlit Bonsai
#43 - 2012-01-22 04:24:10 UTC
Nova Fox wrote:
Not many allainces can organize proper fleets. Also SBs can only launch 8 damage bombs at a time.

We once did have such fleets, they all got nerfed.

Either this ship will die horribly or kill everything horribly in uneven numbers.


You seem fixated on fleets. This is not a fleet item.

It goes out by itself, possibly "behind enemy lines", and disrupt enemy activities.

It is intended to not coordinate, but to harass and be a general thorn in the side of opposing forces.

It would indeed die horribly, if not used with caution, and clever strategy.
Nova Fox
Novafox Shipyards
#44 - 2012-01-22 05:19:14 UTC  |  Edited by: Nova Fox
It wouldnt be good solo, cap ships are fueled, they require team work to build, outfit, arm, escort, plot jumps, scout, deliver to front lines and keep them alive and resupply them then scout for any potential threats.

Fleet intel would hound this ship to death as well, to the point that you wouldnt be able to effectively deploy this ship, cyno lite offs even covert ones are tracked by fleet intel though a bit slower. Pilots of this ship will be specifically tracked and monitored and recorded.

Then there is the ultimate problem this ship has.

Which is what is problem this ship going to fix?

Once again numeration of this ship will cause problems once again. They are a liability to fleets and alliances as well costing precious allaince logistics and support the amount of pilots its goign to require to get these ships deployed would be too great as well as smart people would figure out that while you have pilots stuck in these ships they can go into your systems and smash your infastructure inifinite costing far more damage than a few lost hulks this ship might kill.

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Nikk Narrel
Moonlit Bonsai
#45 - 2012-01-22 16:02:45 UTC
Very good, by the numbers, then!

It wouldnt be good solo, cap ships are fueled, they require team work to build, outfit, arm, escort, plot jumps, scout, deliver to front lines and keep them alive and resupply them then scout for any potential threats.

Technically, cap ships include more than this narrow scope. Even the Orca is technically considered a cap ship, although the sub's needs for cyno's alone make it more high maintenance.
It would require support. The amount, as compared to a regular cap ship, is trivial.
Fueled: Yes, and that covops supply chain answers the call needed here.
Building and arming: The actual building would indeed require a corp / alliance. Not necessarily the one to deploy it, as cap sales are a proven market.
Escort: this is one cap ship that would specifically not need an escort. It should normally live at safe spots, unfindable. This ship is not at risk so long as it is not trying to attack someone, barring pilot stupidity.
Plot jumps: granted, just like any cap that is also jump dependent.
Scout: absolutely not. The cyno / covert cyno should be careful, but outside of that bottleneck, the sub should be safe in unscouted territory.
Deliver to front lines and keep alive: With the help of a cyno, this ship is entirely self reliant otherwise.
Resupply: This is the awesome part. The black ops ship and cloaky transports can be used for this, giving them a whole new support value. In some cases, pilots will train for these as a result of wanting to support a sub.
Scout for any potential threats: Although theoretically unnecessary, since the sub could eventually find it's own targets, a probe ship could help spot for the sub more easily, finding choice targets. Defense is always the responsibility of the sub.

Fleet intel would hound this ship to death as well, to the point that you wouldnt be able to effectively deploy this ship, cyno lite offs even covert ones are tracked by fleet intel though a bit slower. Pilots of this ship will be specifically tracked and monitored and recorded.

All this excitement and activity surrounding the sub, I can see the CCP devs high fiving each other over in Iceland already.
Skilled and cautious pilots will not be vulnerable, to the point of being doomed. At best, alliances will make the hunting by the sub difficult.
Hunting for the sub? That game will be the sub captain's to lose, as any success must at some level be this captain's failure first.

Then there is the ultimate problem this ship has.

Which is what is problem this ship going to fix
?
There is no covert ship useful outside of a fleet. Either they are spotting or scouting for someone better able to deliver the damage, or they themselves are needed in greater numbers to compensate for their low damage profiles.

Once again numeration of this ship will cause problems once again. They are a liability to fleets and alliances as well costing precious allaince logistics and support the amount of pilots its goign to require to get these ships deployed would be too great as well as smart people would figure out that while you have pilots stuck in these ships they can go into your systems and smash your infastructure inifinite costing far more damage than a few lost hulks this ship might kill.

This ship will never operate except as a solo entity in the field. It is just too impractical for this tactic type. And as to it's being a drain on system defenses for the corp / alliance it belongs to, you greatly overestimate it's needs.

Heck, a pilot with two friends could do the whole thing. (One to cyno, one to black ops, and one to swap between sub and a cloaky transport.) (the transport can drop off items at prearranged spots, swap to the sub and grab them before a prober has a chance to locate the can)

Thank you for the opportunity to clarify details, Nova Fox!
Nova Fox
Novafox Shipyards
#46 - 2012-01-22 16:53:36 UTC
You misunderstand me I gave all the reasons why this ship would not be built or trained for and why an FC would shoot the first guy that undocks in this.

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Akatenshi Xi
Imperial Academy
Amarr Empire
#47 - 2012-01-22 16:54:47 UTC
Ya, no. Just GTFO. k, thnx, bai. Lol
Mary Annabelle
Moonlit Bonsai
#48 - 2012-01-22 18:33:06 UTC
Nikk Narrel wrote:
Fleet intel would hound this ship to death as well, to the point that you wouldnt be able to effectively deploy this ship, cyno lite offs even covert ones are tracked by fleet intel though a bit slower. Pilots of this ship will be specifically tracked and monitored and recorded.

All this excitement and activity surrounding the sub, I can see the CCP devs high fiving each other over in Iceland already.
Skilled and cautious pilots will not be vulnerable, to the point of being doomed. At best, alliances will make the hunting by the sub difficult.
Hunting for the sub? That game will be the sub captain's to lose, as any success must at some level be this captain's failure first.


I must agree with this, if the sub creates this much excitement by it's presence, CCP would be dancing in their offices.

Nikk Narrel wrote:
Then there is the ultimate problem this ship has.

Which is what is problem this ship going to fix
?
There is no covert ship useful outside of a fleet. Either they are spotting or scouting for someone better able to deliver the damage, or they themselves are needed in greater numbers to compensate for their low damage profiles.


You forgot the destroyer!

Destroyers need more love, and this would be great to make them a bigger part of the game!

What? I like the destroyers... /shrug
Nova Fox
Novafox Shipyards
#49 - 2012-01-22 19:51:38 UTC
...

Let me say one thing

Black Ops Battleship

Why does nobody fly the damn thing?

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Akatenshi Xi
Imperial Academy
Amarr Empire
#50 - 2012-01-22 23:07:51 UTC
They do, simply not for this type of duty however. Black ops are used as support for bridging cloaky fleets in and out of the drop zone, just like titans are used.

So why *not* make a counterpart that is focused more on dps etc and not support.

Or do you want to ***** just to *****?
Nikk Narrel
Moonlit Bonsai
#51 - 2012-01-23 01:10:57 UTC
Akatenshi Xi wrote:
They do, simply not for this type of duty however. Black ops are used as support for bridging cloaky fleets in and out of the drop zone, just like titans are used.

So why *not* make a counterpart that is focused more on dps etc and not support.

Or do you want to ***** just to *****?


I must agree with this.

Black Ops was pigeon holed because of it's circumstances.

In short:
It cannot warp cloaked. (Not a true covops)
It is still less powerful than it's T1 version, when both set up to fight.
It costs over 600 million isk.

These factors make it a liability in any function beyond the covert jump bridge, and reduce it's value to being only good for this.
Nova Fox
Novafox Shipyards
#52 - 2012-01-23 01:30:57 UTC  |  Edited by: Nova Fox
Akatenshi Xi wrote:
They do, simply not for this type of duty however. Black ops are used as support for bridging cloaky fleets in and out of the drop zone, just like titans are used.

So why *not* make a counterpart that is focused more on dps etc and not support.

Or do you want to ***** just to *****?


and rarely do I seen it for this duty, its like catching one with its pants down so they're written off almost every fleets budgets just about and to the point you have the CSM throwing this on the very top of the pile of 'utterly' useless ships in eve because its the most expensive of the most utterly useless ships. At least all dreadnaughts can find use eventually.

The bottom point is that this ship has a extremly bad angle of approach of solutions and problems and to be frankly the cloaked shields is not only gimmiky it disenfranchises any armor tanking pilot as well. The wepaon system is only going to be found one one ship ever. It just has flaw after flaw after flaw.

And if you want it as a eve defined cap ship there are several key features you need to take issues up with in order to make it such.

The biggest one is that capitol ships are supposed to be in thier own field of combat, and shouldnt meddle with the affairs of non capitols as severly as the AOE titan did back in the day before they nerfed that into oblivion. Whole reason why they're trying to nerf Titans again as they're managing to get XL gun strikes on CRUISERS.

I say its nearly time to delete and start over find another approach for a heavy stealth attack platfrom.

Something along the lines of an anti capitol ship possibly?
Just have to be careful on not stepping on the dreadnaughts toes in the process?

Another thing to keep in mind CCP is likely to commission a "Flagship" class capitol ship with capitol sized electronic warfare and support centric role in the near future.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Nikk Narrel
Moonlit Bonsai
#53 - 2012-01-23 02:13:05 UTC
The Nova Fox response section:

The bottom point is that this ship has a extremly bad angle of approach of solutions and problems and to be frankly the cloaked shields is not only gimmiky it disenfranchises any armor tanking pilot as well. The wepaon system is only going to be found one one ship ever. It just has flaw after flaw after flaw.
The concept of a tank on this ship... just no. The pilot can wear a rabbit's foot if they think it will help, but this ship is dead in the water if it's cloak is beaten. Only luck would be likely to save it then.

As for the weapon system, it is on the SB currently. Due to bomb design details, the sub will need to match ammunition so all launchers have the same type, or like a small SB squad, the first bomb to go off will destroy the ones following it.

And if you want it as a eve defined cap ship there are several key features you need to take issues up with in order to make it such.

The biggest one is that capitol ships are supposed to be in thier own field of combat, and shouldnt meddle with the affairs of non capitols as severly as the AOE titan did back in the day before they nerfed that into oblivion. Whole reason why they're trying to nerf Titans again as they're managing to get XL gun strikes on CRUISERS.


I think I see where you are coming from, but cap ships are not as limited as you are suggesting. You must already know cap ships include freighters, jump freighters, rorquals and orcas. Not just the traditional fleet fighting ships.

This ship, initially unique in it's own category, will have little to do with the other types. Heck, one does not expect to find the freighters or indy caps in a combat fleet either.
You may never see these ships in the game. The real question will be, will you have a reason to worry about them being in your system...
Mary Annabelle
Moonlit Bonsai
#54 - 2012-01-23 15:20:21 UTC
Nova Fox wrote:
Akatenshi Xi wrote:
They do, simply not for this type of duty however. Black ops are used as support for bridging cloaky fleets in and out of the drop zone, just like titans are used.

So why *not* make a counterpart that is focused more on dps etc and not support.

Or do you want to ***** just to *****?


and rarely do I seen it for this duty, its like catching one with its pants down so they're written off almost every fleets budgets just about and to the point you have the CSM throwing this on the very top of the pile of 'utterly' useless ships in eve because its the most expensive of the most utterly useless ships. At least all dreadnaughts can find use eventually.

The bottom point is that this ship has a extremly bad angle of approach of solutions and problems and to be frankly the cloaked shields is not only gimmiky it disenfranchises any armor tanking pilot as well. The wepaon system is only going to be found one one ship ever. It just has flaw after flaw after flaw.

And if you want it as a eve defined cap ship there are several key features you need to take issues up with in order to make it such.

The biggest one is that capitol ships are supposed to be in thier own field of combat, and shouldnt meddle with the affairs of non capitols as severly as the AOE titan did back in the day before they nerfed that into oblivion. Whole reason why they're trying to nerf Titans again as they're managing to get XL gun strikes on CRUISERS.

I say its nearly time to delete and start over find another approach for a heavy stealth attack platfrom.

Something along the lines of an anti capitol ship possibly?
Just have to be careful on not stepping on the dreadnaughts toes in the process?

Another thing to keep in mind CCP is likely to commission a "Flagship" class capitol ship with capitol sized electronic warfare and support centric role in the near future.


You almost sound like you are posting in the wrong thread, casually glanced at the topic, and replied.

You may have read the details, but I don't think you have actually understood how they work together to create a new type of ship, which is balanced. (Although it makes the balance work by coming through from a new direction, which might be confusing)

And it makes my destroyers happy.
Nova Fox
Novafox Shipyards
#55 - 2012-01-23 16:33:50 UTC
Im sorry but I am looking at a this idea is like looking at a chess board with two kings on it being played out by two equally skilled masters.

The ship is deadly capable of killing any other chess peice within oppertunity but in its current interation only a pawn can kill it and no other peice can.

How horrible would chess be if the entire board had such rules? queens can only be slain by bishops. Bishops by rooks, rooks by pawns? You see where this is going? This is bad game design.

According to the 2008 to now crime watch, Hulks have managed to kill battlecruisers clearly not a case of the above.

This ship is not only unbalanced, its nearly its useless you would not do any npc activity in a system with one of these things parked in it. Moving the peice means they just either re-move the activity or setup a damn trap for it when they make the bad move. Bottom line as it stands how this ship as a module pinanta.

Forget the destroyer part we're here to make one ship not two.

The current destroyers are not designed for this sort of task either.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Nikk Narrel
Moonlit Bonsai
#56 - 2012-01-23 18:28:09 UTC
Thanks to Nova Fox for again providing a means to clarify details.

Im sorry but I am looking at a this idea is like looking at a chess board with two kings on it being played out by two equally skilled masters.

The ship is deadly capable of killing any other chess peice within oppertunity but in its current interation only a pawn can kill it and no other peice can.


Either your estimate of damage, or pilot skill, may need to be reconsidered. You are highly unlikely to kill even a battleship, unless they parked afk conveniently just for you.

How horrible would chess be if the entire board had such rules? queens can only be slain by bishops. Bishops by rooks, rooks by pawns? You see where this is going? This is bad game design.

According to the 2008 to now crime watch, Hulks have managed to kill battlecruisers clearly not a case of the above.

That seemed confusing as a way of making a point, are you confirming here you understand only a few ship types are likely to be ever killed by a sub?

This ship is not only unbalanced, its nearly its useless you would not do any npc activity in a system with one of these things parked in it. Moving the peice means they just either re-move the activity or setup a damn trap for it when they make the bad move. Bottom line as it stands how this ship as a module pinanta.

Funny you point that out, people won't do anything similar in systems with anything cloaked already. It is far too late to avoid this as a game issue.

Forget the destroyer part we're here to make one ship not two.

The current destroyers are not designed for this sort of task either.


They were mentioned more as an example, albeit one I view as being a likely choice.
Since they are already about the right size, and rarely used so far, it seemed a good fit.
Nova Fox
Novafox Shipyards
#57 - 2012-01-23 18:53:51 UTC
No I am more inferring that you are limiting to which ships can kill this 'sub' of yours.

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Nikk Narrel
Moonlit Bonsai
#58 - 2012-01-23 21:21:29 UTC  |  Edited by: Nikk Narrel
Nova Fox wrote:
No I am more inferring that you are limiting to which ships can kill this 'sub' of yours.


Killing it represents a trivial challenge. It is no harder to hit than a cruiser which has been webified, (it's own slow speed), and lost it's shields.

Finding it is where it becomes complicated.

And we already have ships in the game that are equally difficult to find, if they play them correctly.
ANY CovOps or Stealth Bomber that avoids gates, and uses covert cyno bridges, will bypass a gate camp.
Beyond that, a CovOps scouting and probing simply is not exposed long enough to be found.

A SB that is disciplined, and avoids the sweet temptation of risks for kills that he may not fly away from, is also going to be very hard to find.

This sub, with the near meaningless exception of the 2km decloak range, would be no harder to find. And the cloaked pilots in the game now are able to avoid that range easily, only placing themselves at risk for the convenience of gate use, or by carelessly going for kills where they should know they will be too easily caught.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#59 - 2012-01-23 23:46:10 UTC
+0.5

I support this idea, but it has problems.

Suggestion: Make every action damage the cloak a tiny bit. Be it firing weapons, activating modules, going to warp, targeting things, etc. And make it an alternative to Black Ops, without actually being a replacement. Or even better, make it a Tech III Subsystem.

This is my signature. There are many like it, but this one is mine.

Nova Fox
Novafox Shipyards
#60 - 2012-01-24 00:53:16 UTC
Amaroq Dricaldari wrote:
+0.5

I support this idea, but it has problems.

Suggestion: Make every action damage the cloak a tiny bit. Be it firing weapons, activating modules, going to warp, targeting things, etc. And make it an alternative to Black Ops, without actually being a replacement. Or even better, make it a Tech III Subsystem.


^ see this here? been expecting something like this from the op for a while.

Evolve the idea, as it stands its doesnt fit well against the other 562 ships in eve, stop retorting stop address, stop stone setting, start flowing around the problems come up with the solutions come up with the proper angle come up with the not so niche role that is normally regulated for a TECH 2 ship.


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