These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Seawolf in space

Author
Nikk Narrel
Moonlit Bonsai
#61 - 2012-01-24 03:05:55 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.


An interesting notion, but it makes the sub into something that needs to go passive whenever the shield is dangerously low.

These shields are not defensive in that they resist damage, they are quite weak and easily popped. A medium smart bomb or bomb from a SB is more than enough to wipe them out.

The shield should never self destruct, this ship's true vulnerability is in being ambushed.

The sub should be predictable to a degree, so the strategy to catch it means you just need to predict how it acts.

Allow me to point this out.

The sub has a almost non existent turn rate, so it is most likely to exit in the same path as it's bomb fire. It is going to fire at what appears to be a single, or underdefended, so a decoy can be staged.

Put an interdictor on standby, bookmarked to the spot where the decoy is. (As soon as the bombs are launched, try to time the arrival of the dictor to arrive just after they go off) Bubble the target. The sub won't be able to turn before ships arrive to catch it.

It cannot warp without getting caught in the bubble. A few smart bombing ships can locate it based on the reciprocal path the bombs arrived. (Have a CovOps local to observe this)

The subs shields should easily be popped by a medium smart bomb. If a SB is handy, it can be useful.

The destroyer I suggested would have probes designed to strip the shields if dropped in 15KM of the sub, whose location above should be easily known within this range.
Nova Fox
Novafox Shipyards
#62 - 2012-01-24 03:16:08 UTC
and once again he throws any chance of making this ship awsome and eve fitting out the airlock.

I retire from this thread. Good luck keeping it unburied.

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

Mary Annabelle
Moonlit Bonsai
#63 - 2012-01-24 15:26:19 UTC
Nova Fox wrote:
and once again he throws any chance of making this ship awsome and eve fitting out the airlock.

I retire from this thread. Good luck keeping it unburied.


Wait, I picked up on what the other guys said, and what Nikk said.

There are no ships in EVE with ablative shields, or that are forced to go inactive after a period of activity.
(I am guessing you are not making the sub a disposable item, good for only X number of uses)

And even if it had to go passive, what difference would it make? It would just need a scout, since you made it unable to scout for itself effectively.
(A paranoid pilot would probably already have this in place)

It's better for the defenders if the sub tries to do it's own scouting, since that exposes the ship to chances of impulse attacks, rather than having second thoughts on what would be an ambush potentially.

You are forcing the sub pilot to practice more safety.
Nikk Narrel
Moonlit Bonsai
#64 - 2012-01-24 15:37:27 UTC
Mary Annabelle wrote:
Nova Fox wrote:
and once again he throws any chance of making this ship awsome and eve fitting out the airlock.

I retire from this thread. Good luck keeping it unburied.


Wait, I picked up on what the other guys said, and what Nikk said.

There are no ships in EVE with ablative shields, or that are forced to go inactive after a period of activity.
(I am guessing you are not making the sub a disposable item, good for only X number of uses)

And even if it had to go passive, what difference would it make? It would just need a scout, since you made it unable to scout for itself effectively.
(A paranoid pilot would probably already have this in place)

It's better for the defenders if the sub tries to do it's own scouting, since that exposes the ship to chances of impulse attacks, rather than having second thoughts on what would be an ambush potentially.

You are forcing the sub pilot to practice more safety.


Or not... I got an idea out of what was suggested.

The sub's shields are obviously a special item. What if they had to 'cool off' between uses? The sub would switch to regular cloaks during this time, which would not even let it warp, so it would need to get safe first before switching over.

My idea, (game balance adjusting), is to have the special shields only useful for 15 to 30 minutes. Then the shield becomes unavailable for maybe 5 minutes while it cools off. During this 5 minute interval, regular cloaks still hide the sub, but it cannot warp, and has the 2KM pop radius of any other cloak.

TRADE-OFF: Like the old naval subs that needed to surface to recharge their batteries, it should gain speed and maneuverability improvements. Handling probably to improve to levels of a battleship, rather than a freighter. it CAN still warp, but not cloaked, so will likely not choose to do so as being to risky.
Mary Annabelle
Moonlit Bonsai
#65 - 2012-01-24 18:33:56 UTC
Nikk Narrel wrote:
Or not... I got an idea out of what was suggested.

The sub's shields are obviously a special item. What if they had to 'cool off' between uses? The sub would switch to regular cloaks during this time, which would not even let it warp, so it would need to get safe first before switching over.

My idea, (game balance adjusting), is to have the special shields only useful for 15 to 30 minutes. Then the shield becomes unavailable for maybe 5 minutes while it cools off. During this 5 minute interval, regular cloaks still hide the sub, but it cannot warp, and has the 2KM pop radius of any other cloak.

TRADE-OFF: Like the old naval subs that needed to surface to recharge their batteries, it should gain speed and maneuverability improvements. Handling probably to improve to levels of a battleship, rather than a freighter. it CAN still warp, but not cloaked, so will likely not choose to do so as being to risky.


Ohh... that would make the sub much less offensive, since it could not be active beyond, 15 to 30 minutes?

I am guessing here, is that supposed to reflect a 5 minute base time, with an additional 5 minutes per skill level? (Minimum level to pilot sub must be level 2 for this)

I am picturing players with stop watches... which perversely reminds me of sub captains in movies timing things to pick up details.

Not an easy ship to fly, and you would be earning any killmails you got. Not to mention, everytime you go active, they know you have to be inactive to cool off too.
Nikk Narrel
Moonlit Bonsai
#66 - 2012-01-24 20:24:03 UTC
QUICK RECAP (for those not wanting to reread the whole thing):

New Cap ship proposed: Size of a cruiser, but has all cap disadvantages:
A lot of skill points needed
Slow speed
Turns slowly when aligning (it won't warp quickly)
Very expensive
Requires a cyno to change systems, (covert or regular).

Advantages:
Has a special cloak instead of a shield, cannot be decloaked by proximity as regular CovOps types. As long as shield is above 5% the vessel is cloaked.
Has a high damage weapon. (Unspecified, but maybe something like multiple bomb launchers, 3 or 4)
Fires weapon while cloaked.

Counter: A destroyer type was suggested, using a new probe type similar to interdiction probes, but would instead strip the cloaking shields from anything within 15 KM. This effect provisionally would also pop any regular cloaks, but this may be cancelled by balance issues, or just tweaked to not make gate camps free death traps to CovOps.

If anyone has ever played the simulations for submarine warfare, most commonly from world war 2, you are familiar with this class of naval vessel.

Not a big ship, like a battle ship, but very dangerous, and focusing on strategies not found currently in EVE.

In naval warfare, these subs would try to sneak up on an enemy. They would observe the ship's progress, and then shoot torpedoes at the ship. The weapon has no eve equivalent, since nothing a cruiser sized vessel can fire will destroy a battleship in a single volley.

If the target survived, the sub did not make their life easier by sticking around on the surface, they stayed hidden and tried to finish the job.

Now, why am I referring to this?

I am suggesting a new type of capital ship. Smaller, (cruiser sized), and more likely to be undetectable as it never decloaks.

The sub's shields are obviously a special item. What if they had to 'cool off' between uses? The sub would switch to regular cloaks during this time, which would not even let it warp, so it would need to get safe first before switching over.

My idea, (game balance adjusting), is to have the special shields only useful for 15 to 30 minutes. Then the shield becomes unavailable for maybe 5 minutes while it cools off. During this 5 minute interval, regular cloaks still hide the sub, but it cannot warp, and has the 2KM pop radius of any other cloak.

TRADE-OFF: Like the old naval subs that needed to surface to recharge their batteries, it should gain speed and maneuverability improvements. Handling probably to improve to levels of a battleship, rather than a freighter. it CAN still warp, but not cloaked, so will likely not choose to do so as being to risky.

*********
Detail, if explanation needed: This really is not a traditional cloak. It put's the ship out of phase with other objects, making the familiar 2,000 meter decloaking effect meaningless to it.
This is why damage is exclusive to the shield cloak initially, as it is the only thing the rest of the universe can interact with.

(Yes, it can fire outwards, but only projectiles / missiles since they need to pass through the shield to reenter the universe with their targets. Beam weapons and hybrids do not have the needed time to reenter realspace before hitting a viable target)
Nekopyat
Nee-Co
#67 - 2012-01-24 20:30:41 UTC
Nikk Narrel wrote:

This ship would have every disadvantage cap ships have, no gate travel, trouble against smaller ships, etc.


Not sure about the rest of the idea, but I admit I would like to see more ships with limitations on gate travel.

A while back I suggested a 'local attack craft' type ship... so no FTL engine but a hell of a lot more PG/CPU.
Nikk Narrel
Moonlit Bonsai
#68 - 2012-01-24 22:15:03 UTC
Nekopyat wrote:
Nikk Narrel wrote:

This ship would have every disadvantage cap ships have, no gate travel, trouble against smaller ships, etc.


Not sure about the rest of the idea, but I admit I would like to see more ships with limitations on gate travel.

A while back I suggested a 'local attack craft' type ship... so no FTL engine but a hell of a lot more PG/CPU.


The description may seem long, but the short version is this:
Cloaked attack craft, mostly aimed at cruisers, barges, exhumers, indy haulers.

Pays for it's stealth and offensive abilities by having obscene disadvantages. You would really need to put in effort in order to fly it right, but if you did, you would have an almost unique experience in the game.
Mary Annabelle
Moonlit Bonsai
#69 - 2012-01-25 16:09:03 UTC
Nikk Narrel wrote:
Nekopyat wrote:
Nikk Narrel wrote:

This ship would have every disadvantage cap ships have, no gate travel, trouble against smaller ships, etc.


Not sure about the rest of the idea, but I admit I would like to see more ships with limitations on gate travel.

A while back I suggested a 'local attack craft' type ship... so no FTL engine but a hell of a lot more PG/CPU.


The description may seem long, but the short version is this:
Cloaked attack craft, mostly aimed at cruisers, barges, exhumers, indy haulers.

Pays for it's stealth and offensive abilities by having obscene disadvantages. You would really need to put in effort in order to fly it right, but if you did, you would have an almost unique experience in the game.


And, in all candor, the minor change to create an effectively new ship as a result: The Destroyer (sub hunter edition)

The Interdictor is nice, but having another T2 class of destroyer would be awesome.
Nikk Narrel
Moonlit Bonsai
#70 - 2012-01-25 21:11:11 UTC
In thinking an example would help, I shall here describe a probable encounter.

Like any cap ship, the sub is cyno jumped to it's home system. It does not see use right away, since it simply is not a casual use item. (Noone is likely to go ratting in one).

Begin captain's log:

Day 1, Waffle campaign. Command has decided we are to be deployed to a system where our competition has mining interests. Lorgo's covert cyno snuck in behind a fake attack, and is in a deep safe in the target system now.

Day 1, 2 hours later. I have chain jumped to the last point before the target system. Rendezvous completed with my transport, which transferred enough jump fuel for me to make two more jumps. Wish this thing had a bigger fuel tank, but it gets the job done. I will be able to jump back out of the system if I need to, before running out.
Jump completed into system, I warp to the alternate deep safe, then transfer to my passive cloak. I won't be able to warp or let anything get within 2km, but staying in a deep safe that is trivial.

Day 2. Waffle campaign begins. Lorgo showed up late, but he said he had a target ready. I log into my pilot character, swap to combat cloak, starting my 25 minute timer.
I warp to Lorgo, and align with the sun, putting a mackinaw in my range. Launchers fire, the ship goes boom. I warp out before the locals get a chance to come screaming with pitchforks and torches. Woot!
I safe back up, swap over to passive cloak, and log out for now.

Day 3. Waffle campaign continues. Lorgo's covert cyno is flying a buzzard, so he starts scouting for happy targets for me. After 20 minutes, he tells me a mining op is happening. Our being afk so long numbed the people here to our presence, and they are taking risks.
Lorgo has located a belt, one of the hidden ones, and there are three hulks working it.
I warp to Lorgo, immediately after switching to my combat cloak. I have 25 minutes before it shuts down on its own.
Lorgo is off to the side, but still on grid. He gave me a good spot to attack from, I align to a moon 2 AU away, directly inline with 2 of the Hulks.
I am at top speed, and can warp now with a button press. No time left, an industrial just showed up to empty the cans. I fire all 4 launchers, and wait for them to blow. I cannot fly through my own blast, but none of them will be in any shape to stop me afterwards.
I wiped the industrial, and the hulks are burning. No clue how they survived, they must have gotten lucky and had resists maxxed out to EM damage. I need to get out.
Sub about to go into warp, I notice too late a heavy interdictor that decloaked or warped in right after the bombs finished.
I just flew into the warp field, and got stuck.

Destroyer just blew my cloak shield down, locked from three sides. I guess they got ahead of me this time. Enjoy the killmail...

(This episode builds on information from previous encounters, tipping off the locals what kind of resist modules to pack, allowing the hulks and hictor to both handle the blasts, and turn around and ambush the sub pilot)
Amaroq Dricaldari
Ministry of War
Amarr Empire
#71 - 2012-01-26 01:10:38 UTC
Can't wait to see a new Tech II destroyer. And I thought training for Interdictors was gonna be boring.

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

Nikk Narrel
Moonlit Bonsai
#72 - 2012-01-26 16:03:38 UTC
Amaroq Dricaldari wrote:
Can't wait to see a new Tech II destroyer. And I thought training for Interdictors was gonna be boring.


If we can get people past the prejudice about cloaking ships, and actually read about what this can and cannot do, it has a chance.
Mary Annabelle
Moonlit Bonsai
#73 - 2012-01-26 23:31:05 UTC
Nikk Narrel wrote:
Destroyer just blew my cloak shield down, locked from three sides. I guess they got ahead of me this time. Enjoy the killmail...

(This episode builds on information from previous encounters, tipping off the locals what kind of resist modules to pack, allowing the hulks and hictor to both handle the blasts, and turn around and ambush the sub pilot)


Just sayin, the destroyer always wins in the end.

You might have overcompensated this thing, with all you put against it.

You actually created a killer cloaky thing that manages to be underpowered, lol!
Nikk Narrel
Moonlit Bonsai
#74 - 2012-01-30 19:14:47 UTC
SHORT VERSION:

Underpowered ship, multiple type and effectiveness of handicaps present.
Has limited ability to attack while cloaked, on a limited range of vessels.
Not practical in fleets due to handicaps, as what it does is not missing in fleets.


LONG VERSION:
QUICK RECAP (for those not wanting to reread the whole thing):

New Cap ship proposed: Size of a cruiser, but has all cap disadvantages:
A lot of skill points needed
Slow speed
Turns slowly when aligning (it won't warp quickly)
Very expensive
Requires a cyno to change systems, (covert or regular).

Advantages:
Has a special cloak instead of a shield, cannot be decloaked by proximity as regular CovOps types. As long as shield is above 5% the vessel is cloaked.
Has a high damage weapon. (Unspecified, but maybe something like multiple bomb launchers, 3 or 4)
Fires weapon while cloaked.

Counter: A destroyer type was suggested, using a new probe type similar to interdiction probes, but would instead strip the cloaking shields from anything within 15 KM. This effect provisionally would also pop any regular cloaks, but this may be cancelled by balance issues, or just tweaked to not make gate camps free death traps to CovOps.

If anyone has ever played the simulations for submarine warfare, most commonly from world war 2, you are familiar with this class of naval vessel.

Not a big ship, like a battle ship, but very dangerous, and focusing on strategies not found currently in EVE.

In naval warfare, these subs would try to sneak up on an enemy. They would observe the ship's progress, and then shoot torpedoes at the ship. The weapon has no eve equivalent, since nothing a cruiser sized vessel can fire will destroy a battleship in a single volley.

If the target survived, the sub did not make their life easier by sticking around on the surface, they stayed hidden and tried to finish the job.

Now, why am I referring to this?

I am suggesting a new type of capital ship. Smaller, (cruiser sized), and more likely to be undetectable as it never decloaks.

The sub's shields are obviously a special item. What if they had to 'cool off' between uses? The sub would switch to regular cloaks during this time, which would not even let it warp, so it would need to get safe first before switching over.

My idea, (game balance adjusting), is to have the special shields only useful for 15 to 30 minutes. Then the shield becomes unavailable for maybe 5 minutes while it cools off. During this 5 minute interval, regular cloaks still hide the sub, but it cannot warp, and has the 2KM pop radius of any other cloak.

TRADE-OFF: Like the old naval subs that needed to surface to recharge their batteries, it should gain speed and maneuverability improvements. Handling probably to improve to levels of a battleship, rather than a freighter. it CAN still warp, but not cloaked, so will likely not choose to do so as being to risky.

*********
Detail, if explanation needed: This really is not a traditional cloak. It put's the ship out of phase with other objects, making the familiar 2,000 meter decloaking effect meaningless to it.
This is why damage is exclusive to the shield cloak initially, as it is the only thing the rest of the universe can interact with.

(Yes, it can fire outwards, but only projectiles / missiles since they need to pass through the shield to reenter the universe with their targets. Beam weapons and hybrids do not have the needed time to reenter realspace before hitting a viable target)
Honnete Du Decimer
#75 - 2012-01-30 19:23:56 UTC
Nikk Narrel wrote:
... They would observe the ship's progress, and then shoot torpedoes at the ship. The weapon has no eve equivalent, since nothing a cruiser sized vessel can fire will destroy a battleship in a single volley. ...


No.

PMS [:p]

Nikk Narrel
Moonlit Bonsai
#76 - 2012-01-30 20:58:21 UTC
Honnete Du Decimer wrote:
Nikk Narrel wrote:
... They would observe the ship's progress, and then shoot torpedoes at the ship. The weapon has no eve equivalent, since nothing a cruiser sized vessel can fire will destroy a battleship in a single volley. ...


No.


Sorry, that part was confusing for those who are not native english speakers.

Exaggeration: Something done to illustrate a point by distorting details to unrealistic proportions.

The 'sub' won't kill a BS, that was pointing out how far from reality the concept was in the current game. This won't go nearly that far, but it seems you got the impression it would.

Haulers, Exhumers, Barges... that is the likely range of targets.
Mary Annabelle
Moonlit Bonsai
#77 - 2012-01-30 22:02:08 UTC
Nikk Narrel wrote:
Honnete Du Decimer wrote:
Nikk Narrel wrote:
... They would observe the ship's progress, and then shoot torpedoes at the ship. The weapon has no eve equivalent, since nothing a cruiser sized vessel can fire will destroy a battleship in a single volley. ...


No.


Sorry, that part was confusing for those who are not native english speakers.

Exaggeration: Something done to illustrate a point by distorting details to unrealistic proportions.

The 'sub' won't kill a BS, that was pointing out how far from reality the concept was in the current game. This won't go nearly that far, but it seems you got the impression it would.

Haulers, Exhumers, Barges... that is the likely range of targets.

Nikk, it was a troll.

That quoted paragraph said at the start "In naval warfare..." quite clearly.

Maybe she is not a native english speaker, but that was clipped to be misleading.
Nikk Narrel
Moonlit Bonsai
#78 - 2012-01-31 15:40:06 UTC
Ah... feel silly now. Got me with the troll.

Anyhow, just to recap for those actually serious:

The sub would be a limited cloaking vessel designed to harass deep in opposing space.

As it cannot gate travel, but needs cynos, it can only go where a cyno lets it.
Nova Fox
Novafox Shipyards
#79 - 2012-02-03 15:26:58 UTC  |  Edited by: Nova Fox
At the OPs request he seems willing to listen now.

First off let me lay down the rules of better ship engineering in this game.

1 Never ever rely on skills or material prices as a balance factor, it will never ever work if the idea is to prevent numeration.
2 Do consider the numeration issue, at what point could this ship reach critical mass? If the answer is never you just did it right.
3 Gimmickery Factor - This is a bit of an iffy issue and it varies from ship to new ship suggestion. There are bottom lines should no be crossed. The first of which that ships whole purpose in life shouldn't be a sole target of just a gimmicky ship to kill it thats counter intuitive.
4 Gimmickery Factor 2 - The role selected for the ship is so narrow small and in its own corner it almost breaks off from the rest of eve.

Now then lets take a better look at this ship one line at a time.

As a cruiser needs to drop the capital ship designation, this ship falls under either definition of such ship class or ship role.
Capital ships in Eve are only defined and needed two tier process to construct where as all non caps go straight minerals into ship.
Other define capital ships is a feelt center ship this cloaker boat doesnt do that as well.
Alnterantively we make it into a capital ship and one of that size as well.

So we're possibly looking at this ship in either being a new tier of recon ships or an entirely new class of ships in the capitol ship size.

Low Agility and Speed is an okay balancing factor but its very dependent on the function.

As mentioned before price and skills are not going to be considered and shouldnt even be part of the selling point at all in this manner of time.

Gate Lockout is something designated for capital ships only at the moment so if we go wtih new class of capital it would definetly require such restriction.

Special Cloak - We'll look at this in a more different approach later but effiecntly much more intuitive over the previous edition. For now we're going to call this a stealth generator.

High Damage - High damage isnt that bad especially if you paper thin the ship in question. Which is what we are going to assume on the full capital route. The bomb launchers sounds farily good idea considering thier long refire times. However what we may wind up with is mass numeration as an issue. The issue being the AOE affect itself. There is a couple ways to tackle this but well discuss it later.

Fires while stealthed - Now currently this wouldn't work with traiditonal launcher as missiles are counted as objects and can decloak people if they're in range of a passing by missile. This ship however as a special generator that prevents such from happening.

List of Counters
As stated earlier before you should never ever need a 'second ship' to argue the existence of the first. We're going to pretend that ccp can only introduce 4 ships at a time and the new destroyer wont be possible at the moment.

So now were left with a ship that cannot be targeted easily and the best counter against is are currently, smartbombers, and stealth bombers and that is not good for business.

Well look at possible altneratives in my next post until then read and digest this for a bit.

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

Nova Fox
Novafox Shipyards
#80 - 2012-02-03 16:55:09 UTC
So now we must look at intended role verses possible unintended roles.

Intended role is to be a convoy ambusher and ambusher in general.

Unintended role is everything else so how do we go about turning this list down into a more 'managable' list of unintended roles and generating a list of impossible roles.

First one I can think of is not to make it a mining vessel. Easy solution, 0 guns 0 drones and we just elimiated mining as a possible role.
The next on the list is a cargo transporter this could be limited by the amount of cargo space but ultra senstivie cargo may use this as a means of transport for example a perfect Titan BPO.
This list can go on but needs to be fully explored when we start to engineer what it should do and and it must not do.

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