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Player Features and Ideas Discussion

 
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Your Crazy new ship ideas

Author
Miss Whippy
Native Freshfood
Minmatar Republic
#1 - 2012-01-24 21:59:36 UTC  |  Edited by: Miss Whippy
I thought it would be kind of fun to throw open a thread where we can give our new ship ideas out. The whole point is they don't have to be realistic, just focus on ideas for now and don't care about whether they are exploitable or unbalanced.

The idea being that people can get creative without limiting their imagination. Here's a few ideas of mine.

1. T3 Specialist cargo ships - These ships can be fitted with with subsystems that will allow them to specialise in certain areas. Such as 'Ammo Cargo Ships', 'Weapon Cargo Ships', 'Hull Cargo Ships', etc. The bonus would be this, they would gain stacking bonuses. So while in a normal industrial ship there would be no difference if the ammo you were carrying or not was stacked, but in a T3 cargo ship, you would get a stacking bonus of say 60%, allowing you to carry considerably more than you would in a normal ship of the same hull size. This would encourage specialist industries, Ammo ships could become part of fleets going on long roams, and more stuff could be got to where it needs to be!

2. Command Carriers & Short Range Fighters- These ships while flown by a single player, can launch a fleet of short range fighters. The SRFs would have formation bonuses which the Command Pilot Can change, this will reward his fleet with different bonuses. Here's the cool bit, the short range fighters must be flown by pilots. The skill requirements would be fairly low, however these ships would be limited in several ways.

  • First, they have no warp or jump capabilities.
  • They cannot be altered or modded in any way.
  • They would have a limited amount of power. Should they fail to re-dock in time, they're dead in space until they are scooped up or Pewed.


This would allow relatively new and casual players a change to enjoy big battles, and add an interesting new dimension.

3. Tug Ships - These ships can tow several fitted ships through space at a time.

4. T3 Battleships (Strikers) - These battleships are equal in firepower to their T1 versions. What would set them apart would be their insane maneuverability and speed with microwarp drives, and insane warp speed. They would be real shock attack ships. The usual Subsytems would be there, but they wouldn't have the insane resists of strategic cruisers.

There you go anyway, I'm keen to here other peoples random ideas. More sand for the sandbox.

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Miss Whippy
Native Freshfood
Minmatar Republic
#2 - 2012-01-26 22:58:12 UTC
C'mon, someone's got some good ideas out there!

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Gaia Ma'chello
Photosynth
#3 - 2012-01-26 23:16:37 UTC
A ship with absolutely no bonuses. But it does have all 24 slots.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#4 - 2012-01-27 00:43:19 UTC  |  Edited by: Amaroq Dricaldari
- A ship that is designed to be a mixed tank
- A Tech II Shuttle
- A better Zephyr
- A Tech II Pod Upgrade
- Different-looking Pods for each race

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

Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2012-01-27 02:15:41 UTC
Logistics frigates.

T2 mining frigates <-- If these are in the DB, release them already! (I'd never fly one, but hey, more ships is always good.

A destroyer/battlecruiser equivilent as a midpoint between BS and caps. In both gunship and droneboat flavours.

The oft-suggested black ops bomber

A specialised PI ship that acts as a factory installation (IE you fill the hold with P0 items and it makes P1s, with appropriate penalties.)

A jump-capable blockade runner-esque ship (Basically, plug a black ops jump drive into a mammoth)

Teir 4 T1 ships

Amaroq Dricaldari
Ministry of War
Amarr Empire
#6 - 2012-01-27 02:20:29 UTC  |  Edited by: Amaroq Dricaldari
Commander Ship Blueprints (copies only)

They have Commander Modules, but what if you could find Blueprints (copies) for their Heavily Upgraded ships? They wouldn't have a HUGE advantage, but they would be the equivalent of a Tech II without any specialization or special skill requirements (for example, a Tech II ship that was simply a significantly souped up version of its Tech I counterpart to the point of almost being a completely new ship, but nowhere near as different as an actual Tech II).

---

Storyline Ships

Similiar to Storyline Items, except they are experimental ship varients.

---

Deadspace Complex Ship Blueprints (copies only)

Like the Commander Ships, except not as good, and slightly more common.

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

Miss Whippy
Native Freshfood
Minmatar Republic
#7 - 2012-01-27 15:37:18 UTC
Gaia Ma'chello wrote:
A ship with absolutely no bonuses. But it does have all 24 slots.


That does sound kind of fun.

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Valei Khurelem
#8 - 2012-01-27 16:05:14 UTC
Miss Whippy wrote:
Gaia Ma'chello wrote:
A ship with absolutely no bonuses. But it does have all 24 slots.


That does sound kind of fun.



I would get smartbombs on a ship like that and head straight to 0.0 even a titan wouldn't have that much firepower.

"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

Velicitia
XS Tech
#9 - 2012-01-27 16:20:47 UTC
Amaroq Dricaldari wrote:

- Different-looking Pods for each race


Seeing as pods are all Jovian ... or descendants of Jovian tech, it makes sense that they're all the same (else, then you get stuck into "well, you're Gallente, your pod only fits in Gallente boats" or some nonsense).

Danika Princip wrote:

T2 mining frigates <-- If these are in the DB, release them already! (I'd never fly one, but hey, more ships is always good.


They're only spec'd to make it able to fit Deep Core Miner I. So, I'm ambivalent on them being in the game -- with the needed skills (frig 5, astrogeology 5, deep core mining, etc) you're pretty far along the path for being in a retriever...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Wolodymyr
Breaking Ambitions
#10 - 2012-01-27 16:41:28 UTC
I'd like to see 2 more destroyer hulls per race.

Each race gets 3 battleships, 3 battlcruisers, and a bunch of different kinds of cruisers and frigates. But only 1 destroyer.

Also I'd like to see waaaaaaaay more pirate and faction ship hulls. Enough to make each pirate faction a race unto themselves.

So for example the Macharael, Cynabal, and Dramiel are nice, but I'd like to see the angel cartel get 3 battleships, 3 battlcruisers, a bunch of cruisers and figates, and hell even an industrial ship, carrier, and dreadnaught.

Ugh although that would mean that we'd have to add an angel super carrier and titan to the game, not looking forward to that.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544