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Player Features and Ideas Discussion

 
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Light Logistics Ship (LLS) >Destroyer Hull<

Author
mxzf
Shovel Bros
#21 - 2012-01-31 20:35:09 UTC
Spugg Galdon wrote:
What other bonuses would be useful?


Fitting room too. I can't see any reason they shouldn't be able to fit 4x Med RR and the modules to go with them (resist mods, cap mods to be able to perma-run, prop mod, etc). This would give them half of the repping power of T2 Cruiser Logi ships.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#22 - 2012-01-31 20:42:10 UTC  |  Edited by: Spugg Galdon
mxzf wrote:

Fitting room too. I can't see any reason they shouldn't be able to fit 4x Med RR and the modules to go with them (resist mods, cap mods to be able to perma-run, prop mod, etc). This would give them half of the repping power of T2 Cruiser Logi ships.


Well the whole Idea was to give small remote armour, shield transporters and energy transfers a reason to exist as well as an entry level T2 logistics ship.

If a LLS could fit approx 6 small remote reps (or have a cycle time bonus that would give the equivalent) would be sufficient considering it's designed to support small ships.
Artreju Woodsparrow
Caldari Provisions
Caldari State
#23 - 2012-01-31 21:02:40 UTC  |  Edited by: Artreju Woodsparrow
jeah half of T2 variant is enough, dunno how to balance too, but would be useful

Maybe limit the bonuses for Small Booster/repper etc and for Traking Links only a 5% Bonus
Spugg Galdon
Federal Navy Academy
Gallente Federation
#24 - 2012-02-01 15:22:59 UTC
I'm really not sure if a tracking link bonus is useful on a ship designed to support frigates/destroyers.

Perhaps just:
A range bonus to small remote armour/shield reps and energy transfers (100-125% per destroyer level bonus)
A cycle time reduction bonus to small remote armour/shield reps and energy transfers (5 - 10% per level Logistics)
A capacitor usage bonus to small remote armour/shield reps and energy transfers (15% per level Logistics)
A tanking bonus of either 5% resists, 10% armour/shield HP's or 10% active tank per destroyer level. Bonus will be race specific

Some Role bonuses to consider.....

[Radical] Role Bonus: Immune to EWAR [Should only be implemented if EAF's get thier role bonus of being able to effect EWAR immune ships]
[Radical] Role Bonus: Able to use triage modules [This could be considered as essentially anchoring a Destroyer hull in combat to give logistical support is an interesting concept and gives younger pilots training for carrier roles]
Artreju Woodsparrow
Caldari Provisions
Caldari State
#25 - 2012-02-01 18:01:45 UTC
Jeah Cycle Bonus would be cool, din't postet it, because i thought it will be op.

But i dont know about the ShipBonus for Shield/Armor/Energy transfer. Because we have four Races but only 3 Transfers.

Thats why i choose Tracking Link too, as their T2 brothers/sisters, but only with half Bonus

Some Suggestions Twisted

Amarr: Armor/Energy

T1:
Amarr Destroyer Skill Bonus: 75% bonus to Small Energy Transfer Array and Small Remote Armor Repair System range

Amarr Cruiser Skill Bonus: 7,5% reduction in Small Energy Transfer Array and Small Remote Armor Repair System capacitor use per level

Role Bonus: -32,5% power need for Small Remote Armor Repair Systems and -25% power need for Small Energy Transfer Arrays

T2:
Amarr Cruiser Skill Bonus: 150% bonus to Energy Transfer Array and Remote Armor Repair System range and 20% bonus to Armor Maintenance Bot transfer amount per level

Logistics Skill Bonus: 15% reduction in Energy Transfer Array and Remote Armor Repair System capacitor use per level

Role Bonus: -65% power need for Remote Armor Repair Systems and -50% power need for Energy Transfer Arrays

Caldari: Shield/Energy

T1:
Caldari Destroyer Skill Bonus: 75% bonus to Small Shield Transport and Small Energy Transfer Array range

Caldari Cruiser Skill Bonus: 7,5% reduction in Small Shield Transport and Small Energy Transfer Array capacitor use per level

Role Bonus: -25% CPU need for Small Shield Transporters and -25% power need for Small Energy Transfer Arrays


T2:
Caldari Cruiser Skill Bonus: 150% bonus to Shield Transport and Energy Transfer Array range and 20% bonus to Shield Maintenance Bot transfer amount per level

Logistics Skill Bonus: 15% reduction in Shield Transport and Energy Transfer Array capacitor use per level

Role Bonus: -50% CPU need for Shield Transporters and -50% power need for Energy Transfer Arrays

Gallente: Armor/Tracking

T1:
Gallente Destroyer Skill Bonus: 75% bonus to Small Remote Armor Repair System and Tracking Link range

Gallente Cruiser Skill Bonus: 7,5% reduction in Small Remote Armor Repair System capacitor use and 5% bonus to Tracking Link efficiency per level

Role Bonus: -32,5% power need for Small Remote Armor Repair Systems

T2:

Gallente Cruiser Skill Bonus: 150% bonus to Remote Armor Repair System and Tracking Link range 20% bonus to Armor Maintenance Bot transfer amount per level

Logistics Skill Bonus: 15% reduction in Remote Armor Repair System capacitor use and 10% bonus to Tracking Link efficiency per level

Role Bonus: -65% power need for Remote Armor Repair Systems

Minmatar: Shield/Tracking

T1:
Minmatar Destroyer Skill Bonus: 75% bonus to Tracking Link and Small Shield Transport range

Minmatar Cruiser Skill Bonus: 5% bonus to Tracking Link efficiency and 7,5% reduction in Small Shield Transport capacitor use per level

Role Bonus: -25% CPU need for Small Shield Transporters

T2:
Minmatar Cruiser Skill Bonus: 150% bonus to Tracking Link and Shield Transport range and 20% bonus to Shield Maintenance Bot transport amount per level

Logistics Skill Bonus: 10% bonus to Tracking Link efficiency and 15% reduction in Shield Transport capacitor use per level

Role Bonus: -50% CPU need for Shield Transporters



The Ships should have:

  1. Half of Shield/Armor Resist bonuses of the T2 Ships
  2. Racial Shield/Armor HP Bonus
  3. Good Cap to fit em with low skills




Requirements:

Destroyer III
Racial Fregatte III
Spaceship Command III
Electronics II
Long Range Targeting II
Signature Analysis II





So the ppl skill for T1Logis and to get better Bonus the have to skill up Cruiser. So they skill passiv for T2 Logis (Cruiser V, Long Range Targeting V, Signature Analysis V) too Big smileBig smile

Just a suggestion, but with that they wont be op.

k r
Nova Fox
Novafox Shipyards
#26 - 2012-02-01 19:07:55 UTC  |  Edited by: Nova Fox
Its a tech 2 ship Destroyer requirments should always be V.
You should rank skill pick to near equivalent to dictor on time to train.
However I am partial for it to be much quicker to train for than a cruiser logistics.
I would also love to see a tech 1 tier 2 hull that actually supports the activity from a tech 1 perspective.

Logsitics is more implied of repairs and restocking and restoring conditions.
If there was a group of modules that 'nullified' the effect of electronic warfares applied without giving a bonus to that system Id rather go for that instead.

Becuase I am a bit reserved in belivng that there can be a 'buffing' ship which for all sci-fi intents be named a Fire Control ships to have bonuses to remotes instead.

Also just becuase its a Dessie doesnt mean it needs '8' highs you can reduce the number of highs and allocate slots elsewhere possibly to be on par with other tech 2 ships and be able to support the intended role.

Now the translation idea of the base hull into the advanced hull was on a whim on my end, to the point that there are relaly not many ships that inherit thier tech 1 variants bonuses or 'reimagines' them for different roles.

Now the no brainer should be resists increases based on the destroyer skill almost every tech 2 ship has this and a logi dessie is going to need it as it will quickly wind up on the 'needs to die' list on hostile Fleet commanders.

None the less rage bonus is must small reppers dont reach out all that far to be tied into the hull or the tender's skill is debateable.

Other bonuses can be speed of the reppers (mostly the armor types frigates can die really fast waiting for armor remotes to finish cylcing for the repair)
Effectiveness of the reppers.
Cap usage of the reppers.
and possibly speed of the ship.
Additional Range from non hull/role


Any thoughts on a drone bay?

There are many ways to go about it.

Ill would like to suggest
Tenders
as a name for these ships, currently submarin tenders offer logsticis to deployed submarines resupplying them covertly.

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

Artreju Woodsparrow
Caldari Provisions
Caldari State
#27 - 2012-02-01 19:51:58 UTC
I choose low req and a Tier 2 variant because of low skill req for newbies ^^
Spugg Galdon
Federal Navy Academy
Gallente Federation
#28 - 2012-02-01 22:28:35 UTC
I don't think a T1 version is necessary. And I don't think any new skills are necessary either as the Logistics skill could apply to both logistics cruisers and the proposed logistics destroyer. 
Artreju Woodsparrow
Caldari Provisions
Caldari State
#29 - 2012-02-01 22:43:22 UTC
Jeah but Logistics req Signature Analysis V and Long Range Targeting V, and we talked about low-Skill starter Logi ships.Blink
Spugg Galdon
Federal Navy Academy
Gallente Federation
#30 - 2012-02-01 23:01:58 UTC
Easy fix to that is to remove those skills from the pre requisites of the logistics skills and make them the pre requisites of flying logistics cruisers. 
There is almost always a simple solution. 
Jon Marburg
Deep Core Mining Inc.
Caldari State
#31 - 2012-02-02 02:20:19 UTC
Hey an idea we actually agree on!
Spugg Galdon wrote:
A range bonus to small remote armour/shield reps and energy transfers (100-125% per destroyer level bonus)
A cycle time reduction bonus to small remote armour/shield reps and energy transfers (5 - 10% per level Logistics)
A capacitor usage bonus to small remote armour/shield reps and energy transfers (15% per level Logistics)
A tanking bonus of either 5% resists, 10% armour/shield HP's per destroyer level.
This looks like a great start on a new class of ship, but could definitely use some testing. Slot reorganization may be necessary to make these ships effective in this new role. I don't agree with the EWAR immunity as this will likely lead to these being extremely difficult to kill and lead to unexpected balancing issues. The triage module on the other hand is likely to just get these ships volleyed when facing larger ships. Since current destroyer hulls have roughly the same sig radius of current logistic ships, would you suggest decreasing the sig radius of these mini logi? A reduction to MWD cap penalty may be a good option for a role bonus, allowing these ships to keep up with the fleets they're intended to protect.
Artreju Woodsparrow
Caldari Provisions
Caldari State
#32 - 2012-02-02 05:07:01 UTC  |  Edited by: Artreju Woodsparrow
Spugg Galdon wrote:
Easy fix to that is to remove those skills from the pre requisites of the logistics skills and make them the pre requisites of flying logistics cruisers. 
There is almost always a simple solution. 


But then u have to change the price for Logistic skill down too ~250k ISK.

Fot the Tutorials, they have to add a new Mission for advanced Military were u get "Logistics Skill" or add a new Logistic Tutorial Line and remove their parts of it from advanced Military. At the end of it u get as Reward the Destroyer Class Logistic Ship like finishing advanced Military for normal Destroyers. The Final Mission should be a 3 Person Fleet Mission, like 3 Frig 2x dps, 1x rep. Limited to frigs no bigger ship allowed. For me it would be fun to fly em.

k r
Spugg Galdon
Federal Navy Academy
Gallente Federation
#33 - 2012-02-03 09:31:25 UTC
Artreju Woodsparrow wrote:
Spugg Galdon wrote:
Easy fix to that is to remove those skills from the pre requisites of the logistics skills and make them the pre requisites of flying logistics cruisers. 
There is almost always a simple solution. 


But then u have to change the price for Logistic skill down too ~250k ISK.

Fot the Tutorials, they have to add a new Mission for advanced Military were u get "Logistics Skill" or add a new Logistic Tutorial Line and remove their parts of it from advanced Military. At the end of it u get as Reward the Destroyer Class Logistic Ship like finishing advanced Military for normal Destroyers. The Final Mission should be a 3 Person Fleet Mission, like 3 Frig 2x dps, 1x rep. Limited to frigs no bigger ship allowed. For me it would be fun to fly em.

k r


Why would dropping the price to 250k be necessary. 25 mill isn't that horrible since you will need it later when you are considering moving into a logistics cruiser.

Tutorials aren't completely necessary. The players should be teaching people how to use logistics really.
Artreju Woodsparrow
Caldari Provisions
Caldari State
#34 - 2012-02-03 09:36:14 UTC
Spugg Galdon wrote:
I don't think a T1 version is necessary. And I don't think any new skills are necessary either as the Logistics skill could apply to both logistics cruisers and the proposed logistics destroyer. 


so u'll ned to fly the new ship Logistic Skill right?

And for a starter 25 Mil is much money.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#35 - 2012-02-03 09:58:30 UTC
Skill prices for comparison:

Interdictors...................18mill
Logistics.......................25mill
Heavy Assault Ships...28.8mill

I think the price is bang on. Especially considering you are getting a skill that gives you two different ship classes for one skill across all four races. At the end of the day, a light logistics ship or "ship tender" or whatever you think it should be called is a T2 ship concept. The entry level is the T1 cruiser. This ship concept is the entry level to T2 use. Costs 25% of a T2 logistics cruiser fully fitted and will require some skills to be at level 5 and not trainable on a trial account. This isn't something a week old player is going to be flying.
Artreju Woodsparrow
Caldari Provisions
Caldari State
#36 - 2012-02-03 11:29:04 UTC
If u wanna have a T2 Destroyer for that , i'm out of discussion.

Thats not low skill req if u need Destroyer V and Logistic Skill to fly em, just some days lower than the real Logi Ships. Then better buff T1 ones
SMT008
Deep Core Mining Inc.
Caldari State
#37 - 2012-02-03 13:13:14 UTC
Very much needed. Frigate fleets can't have Ospreys or Exquerors as logistics because those two ships sucks big times. They can't have T2 logistic ships because they cost 15x more than most AFs.

Nova Fox
Novafox Shipyards
#38 - 2012-02-03 15:02:53 UTC
Having a tech 2 version isn that impossible drop sig ana V and LRT V off the list of requiremetns.for 'tender' ships. Having a base tech 1 hull would work nicely as well since it offers a cheap alternative that does the role and helps pilots start a progression.

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

Artreju Woodsparrow
Caldari Provisions
Caldari State
#39 - 2012-02-03 18:22:00 UTC
u didnt get my point.

T2 Destroyer need min Skill to fly:

- Destroyer V
- Logistic 1
- Shield/repair/Energy Emission System I
- Racial Frigate V
- Space Ship Command IV
- Evasive Maneuvering V

T2 Logistic Cruiser:

- Racial Cruiser V
- Racial Frigate IV
- Spaceship Command III
- Shield/repair/Energy Emission System I
- Signature Analysis V
- Long Range Targeting V
- Logistic I

If u want T2 Destroyer for that with the normal T2 Skills ppl have to Skill:

- Frigate V instead of IV
- Evasive Maneuvering V instead of not needed
- Destroyer V instead of not needed
- Spaceship Command IV instead of III

u get it now ?

thats why i suggest to skill destroyer and Cruisers for Bonus, or change the T1 hulls

fell free to discuss

k r
Spugg Galdon
Federal Navy Academy
Gallente Federation
#40 - 2012-02-03 18:39:04 UTC
Time to train for a T2 Destroyer hull:

Approx 35 days

Time to train for a T2 Logistics Cruiser Hull:

Approx 66 days

The thing about training for the T2 Dessie hull is that a lot of the ships a n00b pilot would like to fly (AF's Inty's SB's) are all on the same skill path so there is very little deviation. The skill training time is fairly small.

To that end, do you get my point?