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[Ship] Industrial Tender classes

Author
Deena Amaj
Native Freshfood
Minmatar Republic
#21 - 2012-08-07 22:47:44 UTC
Allrighty.

Here’s a simplified variant of the ship idea I had above. To keep it short, this is to introduce the current set of industrial ships (and perhaps barges too) to a minor/support combat role without putting too many things upside down.

In this segment, I will introduce a few ideas that could be used with the current ships. Here is a shorter and simpler (in terms of not adding too many toys to the game) suggestion on Industrial Ships I wish to see.

However, I find it not a problem to have the hulls cloned and have them in different roles. Aside to pushing numbers around, nothing is really being required such as heavy resources in computing. While the modules certainly require more time and resources, this is pretty much no different than when a Mammoth was used to make the T2 Mastodon. Here I’m somewhat doing the same, only with a set of T1 ships of that T1 bracket.


I find it would be too extreme to alter the industrial ships to these roles. This would only work if one were to follow that “fitting role-modules” to apply special bonuses as well as penalties, but that’s another thread.

These are to be special vessels that - while having more bonuses applied to them - are still vulnerable to all sorts of attacks and thus are regarded as support vessels. Their bonuses however are to be unique for Fleet Commanders to consider such like Auxiliary Command Vessels.

Base EHP-wise, they need be around the battleship range to ensure they can withstand at least some punishment. Likewise, one or two need at least 3 Hi-Slots.

All race-specific ships should be somewhat unique in their field, alike how it is with Logistic Ships. One does not need to worry about Logistic Ships or other specialized ones becoming obsolete as this ship is neither a cruiser nor will it be imbalanced. However, there will be some iconic aspects - like a Gallente Iteron with more drone-specific aspects.
Nevertheless, there shall a be a healthy mix between two aspects - a combat orientated one and a support/healer. These are also to have much less cargo space.

General listing of ship roles


I know ‘ship role’ is a pretty much an ugly buzzword nowadays. Please bear with me here ;D. Really see it more as “Aspects”.

So, under “Industrials” market tab you would find under “Standard Ships” the following dropdown entries:

  • (Industrial) Auxiliary Tender
  • Larger Industrial hulls like Mammoth
    + Remote Hull Repairer range/efficiency bonus; heals some armor as well ; Skill Level improved by “Nanite Interfacing”
    + Remote Cap Transport range/efficiency bonus; heals some shields as well; affected by Skill Level of “Energy Emission Systems”(Engineering)

    // Special Ability/Aspect:
    Using either shall apply a 15% bonus resistance bonus to all types upon the target for the duration of remote-repping.
    // Suggested additional special:
    - Optional use of Large Turrets


  • (Industrial) Auxiliary Command Vessel
  • Smaller Industrial ships - examples like Badger I, Wreathe/Hoarder, Sigil; Iteron I

    More of a base Battlecruiser-EHP rather than Battleship-EHP.

    + Notable RoF bonus when FoF/Auto-Targeting Missiles are loaded; affected by Skill Level of “FoF/Auto-Targeting Missiles”
    + All Remote repairers do not apply heals; instead, they apply speed bonuses as well as all-resistance bonuses; affected by Skill Level of "Nanite Operation"

    // Special Ability:
    + Warp Disruptor/scrambler applies an additional Stasis-Webifer effect; -2% velocity x Skill Level “Electronic Warefare”(Electronics)






More to come, but I will leave it there, for now.
Since it is not desired to have swarms of drones and a limit of 5 for the sake of lag and server resources, I have to figure something up.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

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