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All in one Exploration Ship

Author
Saede Riordan
Alexylva Paradox
#41 - 2013-02-08 21:44:48 UTC
Quote:

Quote:
Currently, there is no well rounded all in one exploration ship. To successfully be able to just go off into the universe and explore, you need a probe launcher, salvager, analyzer, and codebreaker. This alone is a pretty big gimp to your fit, and if you want to operate in dangerous space, you need to also tack on a cloaking device, a microwarp drive, and if you plan on actually running the sites you find that have rats, DPS, and a tank. You just cannot do it all with one ship at present.


Which unfortunately is flat out wrong. There are ships that can be fit to do all of this. No there aren't ships from all races that can do this, but that's part of EVE. As a pure Gallente Pilot I'd like to have a ship that is designed for capless turrets, or a weapon system that can hit from 0-90km in a cruiser sized hull that isn't affected by tracking. But those are more the areas for minmatar and Caldari.


Oh I just wanted to get a discussion started, feel free to throw out anything I've said if something better is proposed.
Derath Ellecon
University of Caille
Gallente Federation
#42 - 2013-02-08 21:48:27 UTC
Saede Riordan wrote:
Quote:

Quote:
Currently, there is no well rounded all in one exploration ship. To successfully be able to just go off into the universe and explore, you need a probe launcher, salvager, analyzer, and codebreaker. This alone is a pretty big gimp to your fit, and if you want to operate in dangerous space, you need to also tack on a cloaking device, a microwarp drive, and if you plan on actually running the sites you find that have rats, DPS, and a tank. You just cannot do it all with one ship at present.


Which unfortunately is flat out wrong. There are ships that can be fit to do all of this. No there aren't ships from all races that can do this, but that's part of EVE. As a pure Gallente Pilot I'd like to have a ship that is designed for capless turrets, or a weapon system that can hit from 0-90km in a cruiser sized hull that isn't affected by tracking. But those are more the areas for minmatar and Caldari.


Oh I just wanted to get a discussion started, feel free to throw out anything I've said if something better is proposed.



Yes because starting off a thread under false pretenses is a great basis for discussion. Roll
Saede Riordan
Alexylva Paradox
#43 - 2013-02-08 21:49:52 UTC
It was just starting ideas. Not false pretenses, just my initial thoughts.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#44 - 2013-02-08 22:44:44 UTC

1.) Warp core stabs are passive modules... there are no active modules built into a ship....

2.) You could create wonky fitting bonuses to pigeon hole the ship into a particular fit.... that might help prevent people using it how you don't expect... but people are creative out-of-the-box thinkers and you'll be surprised at what comes out....

3.) In the end, we must ask ourselves if this is something we want CCP to spend time on:
--- Ideally, you want an NPC-combat capable ship able to run exploration sites solo....
--- Several Options currently exist (like marauders, Pirate BS's, tengu's, pilgrims, and more), but they aren't quite satisfactory because they are too low dps, need to switch fits, are too "sluggish", are too much of a target, etc...

I personally don't care if they bring in an exploration ship... but I worry about it being overpowered...

In the end, it needs a vulnerability.... Uncatchable, all-in-one ships really are just boring, and no good for the game... If you want safety, security, and efficiency, I think you need to specialize roles and treat this as an MMO rather than a single player operation...

Rjaiajik Kajvoril
Excessive Detail Holding Corp.
#45 - 2013-02-08 22:47:08 UTC  |  Edited by: Rjaiajik Kajvoril
OK, I'm going to address this criticism of my suggestion with figures, so that we're all on the same page. Here is Gizznitt's post.

Gizznitt Malikite wrote:

Fitting Requirements (PG, CPU):
T2 Salvager: 1, 25
T2 Analyzer, 1, 25
T2 Codebreaker, 25
T2 Tractor Beam, 25
Prototype Cloak: 30
Improved Cloak, 60

Meta 4 EWAR modules (which are as good or better than T2)
Scram: 1, 28
Web: 1, 22
Paint: 1, 16
TD: 1, 32

These are all very close in fitting requirements..

Furthermore, while you mentioned that ships are often limited by their fitting, different weapon systems are limited in different manners... Missile boats are typically CPU limited, while Hybrids are more typically PG limited... There isn't a one-size-fits-all limiting agent... Additionally, there are many tweaks people can use to "free up some room".... Imagine we're looking at your drake model... .dropping one BCU in the lowslot for a CPU2 and suddenly there's 12% less damage (but still a plenty adequate amount) and you gain the CPU needed to fit all the EWAR you desire...

Trust me, balancing a ship with lots of utility mods so it's effective at PvE but NOT effective at PvP is pretty awkward and difficult to do... Even Marauders are competent at PvP (look at the AT setups).... most people don't use them for that, because of price, the sensor strength weakness, and the superiority of Pirate BS's...

P.S. 18 or more slots is BS sized....


Now yes, they are all very close, but let's presume for now that you have the Exploration Ship Skill at 4 which would lower the CPU requirements of Salvagers, Analyzers, Codebreakers, Tractor Beams and Cloaks all by 60% (if we have 15% reduction per level, my original suggestion of 20% is a bit high). All of a sudden though, it's very different. Now let's take my Drake Combat Exploration ship design, let's name it the Perdix (it's a type of game-bird similar to a duck so fits the Caldari naming theme) and make some calculations. The base CPU (420), Powergrid (690) will be increased by skills and fitting requirements for many modules would be reduced by skills so let's assume all level 5's just to be on the safe side (EFT to the rescue).

Perdix
8 High (3 Launcher), 8 Medium, 5 Lows - CPU (525), Powergrid (862.5)

Heavy Missile Launcher II - 41.3 - 94.5
Heavy Missile Launcher II - 41.3 - 94.5
Heavy Missile Launcher II - 41.3 - 94.5
Small Tractor Beam II - 10 - 7
Salvager II - 10 - 7
Salvager II - 10 - 7
Improved Cloaking Device II - 24 - 1
Core Probe Launcher II - 20 - 1

Large Shield Extender II - 46 - 123.8
Large Shield Extender II - 46 - 123.8
EM Ward Amplifier II - 30 - 0.8
Thermic Dissipation Amplifier II - 30 - 0.8
Adaptive Invulnerability Field II - 44 - 1
10MN Microwarpdrive II - 50 - 165
Codebreaker II - 10 - 1
Analyzer II - 10 - 1

Shield Power Relay II - 16.5 - 0
Shield Power Relay II - 16.5 - 0
Ballistic Control System II - 40 - 1
Ballistic Control System II - 40 - 1
Co-Processor II - (+52.5) - 1

RIgs
Core Defense Field Purger II
Core Defense Field Purger II

Total CPU - 576.9/577.5
Total Powergrid - 726.7/862.5

Now, where exactly would you find the CPU to add a broken tank, a decent set of ECM modules etc. This is exactly what I mean when I say this ship would be perfectly capable of just about matching the Drake but that's about it and it's fitting requires the additional low to be used for a Co-Processor to actually achieve this. Really, the ship would be better off fitting one less Ballistic Control, and fitting a couple of Meta 4's or Faction modules then using the last two lows for an Overdrive Injector and a Nanofiber for the speed, after all speed is very important in exploration fits.

This ship would realistically be able to tank about 60,000 Effective HP, with a Shield Regen of about 300-350 (skills dependent) and Shield HP of around 12,000-14,000. It could dish out DPS of about 200-300 without drones depending on ammunition and skills, which is not too shabby at all. It's slightly less than a standard PvE Drake for both tank and DPS but not by much, it's both 1 effective launcher and 1 rig short. It could however launch an entire flight of T2 Medium drones by my design which would push the DPS up by 100-150 dependent on skills, where as the Drake would have aprox 75-100 DPS from it's light drones. This would put the Perdix about equal with the Drake for damage, but slightly below for tank.

If this isn't balanced, please explain to me why.
Here are the bonuses I gave the ship

Battlecruiser Skill Bonus:
5% shield resistance and 5% bonus kinetic damage of heavy missiles and heavy assault missiles per level

Exploration Ships Skill Bonus:
15% reduction in CPU requirements for Electronics & Sensor Upgrades modules per level.

Role Bonus:
100% bonus to damage of heavy missiles and heavy assault missiles.


By all means. Constructive criticism is welcome, but honestly I think this design is EXACTLY what the OP asked for. A battlecruiser sized ship with competitive but not broken tank and damage output, and the ability to do all aspects of exploration independently of other ships, including salvaging, analyzing, codebreaking and cloaking. The ship is specialised yet offers enough freedom to give the illusion that this ship can do everything when actually the base Drake is probably better suited to most jobs. I'd happily write up the other 7 if people want me too.

Like I say, in all honesty this is all moot because it's unlikely that CCP would ever used ships suggested here without excessive playtesting and rebalancing, but as a thought experiment, it's a fun little way to pass the time and I do genuinely think this would be the most fun new ship CCP could bring out next as exploration could do with a little limelight I feel.
Saede Riordan
Alexylva Paradox
#46 - 2013-02-08 22:52:34 UTC
Quote:
I'd happily write up the other 7 if people want me too.


doo eeet

Also yeah, thats pretty brilliant right there in terms of balancing and such.
Nevyn Auscent
Broke Sauce
#47 - 2013-02-09 00:05:00 UTC
Rjaiajik Kajvoril wrote:


Perdix
8 High (3 Launcher), 8 Medium, 5 Lows - CPU (525), Powergrid (862.5)

Heavy Missile Launcher II - 41.3 - 94.5
Heavy Missile Launcher II - 41.3 - 94.5
Heavy Missile Launcher II - 41.3 - 94.5
Small Tractor Beam II - 10 - 7
Salvager II - 10 - 7
Salvager II - 10 - 7
Improved Cloaking Device II - 24 - 1
Core Probe Launcher II - 20 - 1

Large Shield Extender II - 46 - 123.8
Large Shield Extender II - 46 - 123.8
EM Ward Amplifier II - 30 - 0.8
Thermic Dissipation Amplifier II - 30 - 0.8
Adaptive Invulnerability Field II - 44 - 1
10MN Microwarpdrive II - 50 - 165
Codebreaker II - 10 - 1
Analyzer II - 10 - 1

Shield Power Relay II - 16.5 - 0
Shield Power Relay II - 16.5 - 0
Ballistic Control System II - 40 - 1
Ballistic Control System II - 40 - 1
Co-Processor II - (+52.5) - 1

RIgs
Core Defense Field Purger II
Core Defense Field Purger II

Total CPU - 576.9/577.5
Total Powergrid - 726.7/862.5

Now, where exactly would you find the CPU to add a broken tank, a decent set of ECM modules etc. This is exactly what I mean when I say this ship would be perfectly capable of just about matching the Drake but that's about it and it's fitting requires the additional low to be used for a Co-Processor to actually achieve this. Really, the ship would be better off fitting one less Ballistic Control, and fitting a couple of Meta 4's or Faction modules then using the last two lows for an Overdrive Injector and a Nanofiber for the speed, after all speed is very important in exploration fits.

This ship would realistically be able to tank about 60,000 Effective HP, with a Shield Regen of about 300-350 (skills dependent) and Shield HP of around 12,000-14,000. It could dish out DPS of about 200-300 without drones depending on ammunition and skills, which is not too shabby at all. It's slightly less than a standard PvE Drake for both tank and DPS but not by much, it's both 1 effective launcher and 1 rig short. It could however launch an entire flight of T2 Medium drones by my design which would push the DPS up by 100-150 dependent on skills, where as the Drake would have aprox 75-100 DPS from it's light drones. This would put the Perdix about equal with the Drake for damage, but slightly below for tank.

If this isn't balanced, please explain to me why.
Here are the bonuses I gave the ship

Battlecruiser Skill Bonus:
5% shield resistance and 5% bonus kinetic damage of heavy missiles and heavy assault missiles per level

Exploration Ships Skill Bonus:
15% reduction in CPU requirements for Electronics & Sensor Upgrades modules per level.

Role Bonus:
100% bonus to damage of heavy missiles and heavy assault missiles.


By all means. Constructive criticism is welcome, but honestly I think this design is EXACTLY what the OP asked for. A battlecruiser sized ship with competitive but not broken tank and damage output, and the ability to do all aspects of exploration independently of other ships, including salvaging, analyzing, codebreaking and cloaking. The ship is specialised yet offers enough freedom to give the illusion that this ship can do everything when actually the base Drake is probably better suited to most jobs. I'd happily write up the other 7 if people want me too.

Like I say, in all honesty this is all moot because it's unlikely that CCP would ever used ships suggested here without excessive playtesting and rebalancing, but as a thought experiment, it's a fun little way to pass the time and I do genuinely think this would be the most fun new ship CCP could bring out next as exploration could do with a little limelight I feel.


So, now lets take your fit, which you have said matchs drake DPS. And almost matches the buffer tank while also having a higher passive regen than most active armour fits. Which btw means it will take over in missions since it's a Marauder for BC's. Allowing salvage on the run while still doing basically idental DPS & tank.

Remove the tractors & salvager & cloak.
Leaves me 64 CPU and about 160 PG at this point, and 4 highs.
Change the HM's out for HAMs.
Put 4 Small Neuts in.
I am now at around 30 CPU, 100 PG.
Room for a Point still.

I now have an OP brawler missile fit. That puts out the same DPS as a drake does, but also neuts your cap out at the same time.
And I didn't even faction/meta 4 fit a single thing, which gives me significantly more room for CPU for Ewar or other things.
Rjaiajik Kajvoril
Excessive Detail Holding Corp.
#48 - 2013-02-09 00:34:56 UTC
Saede Riordan wrote:
Quote:
I'd happily write up the other 7 if people want me too.


doo eeet

Also yeah, thats pretty brilliant right there in terms of balancing and such.

Thanks. I'll throw a couple more up and see what you guys think of them as I've worked them though.

Next the Combat Exploration Ship for the Gallente based on the Myrmidon hull, we'll call it the Lamassu (standard Gallente naming convention). Again I'm assuming all level 5's for the skills except the Exploration Ship Skill which is at 4 (because few people would take it to 5). Baseline CPU (320) Powergrid (940). I'll go an armour buffer fit because, while a dual repper fit may be more common for the Myrmidon it's specifically meant as a PvP fit and this is not primarily a PvP ship.

Lamassu
7 High (3 Turret), 7 Medium, 7 Lows - CPU (400), Powergrid (1192.5)

250mm Railgun II - 31.5 - 187.2 *** or *** Heavy Neutron Blaster II - 24.8 - 168.3
250mm Railgun II - 31.5 - 187.2 *** or *** Heavy Neutron Blaster II - 24.8 - 168.3
250mm Railgun II - 31.5 - 187.2 *** or *** Heavy Neutron Blaster II - 24.8 - 168.3
Small Tractor Beam II - 10 - 7
Salvager II - 10 - 7
Improved Cloaking Device II - 24 - 1
Core Probe Launcher II - 20 - 1

Federation Navy Stasis Webifier - 25 - 1
Cap Recharger II - 11.3 - 1
Cap Recharger II - 11.3 - 1
Cap Recharger II - 11.3 - 1
10MN Microwarpdrive II - 50 - 165
Codebreaker II - 10 - 1
Analyzer II - 10 - 1

Magnetic Field Stabilizer II - 30 - 1
Adaptive Nano Plating II - 0 - 1
800mm Reinforced Rolled Tungsten Plates - 23 - 200
Medium Armor Repairer II - 28 - 173
Damage Control II - 30 - 1
Nanofiber Internal Structure II - 0 - 0
Co-Processor II - (+40) - 1

Rigs
Medium Trimark Armour Pump II
Medium Trimark Armour Pump II

Total CPU - 434.4/440 *** 414.3/440
Total Powergrid - 1125.6/1192.5 *** 1068.9/1192.5

Now, I'm less familiar with Gallente ships than I am Caldari, but this seems like the most sensible fit giving the limitations. This fit would however would make an annoyingly slow ship barely topping 630m/s even with MWD and only at about 130m/s without it, making it possibly not ideal. 1600mm plates simply will not fit on this thing if you want to have a MWD, Weapons and a Repairer and you'd need to loose more than one to make the 300 powergrid needed to upgrade those plates.

This ship is capable of a fair bit though with approx 40,000 Effective HP with over 14,000 Armour and enough capacitor to run the Armor Repairer for 6-7mins with the MWD off for 100-120 Rep Amount (skills allowing). This ship could tank fairly well, although not as well as others in it's size bracket. When fitted with Railguns, this ship could kick out around the 175-225 DPS dependent on skills before the drones are considered, out to around 20-25km. With Neutron Blasters it needs to be at 8km or closer to be effective but the DPS goes up to 325-375 DPS. This is before the drones are considered, which as this ship could potentially fit 5 heavy drones, this could potentially add as much as 300-400 DPS from drones if using T2 Ogres again depending on skills. On paper this ship would be capable of almost 800 DPS which is scarily high, but on paper the Myrmidon itself can top 600 DPS with ease. More realistically would be a more long range fit either with Railguns or longer range ammo with the Blasters and for drone damage to be that high would be extremely skill intensive, putting more realistic damage at the 500-600 DPS range.

All in all the Lamassu is very hard to fit with extremely strict CPU and Powergrid. It's not as sturdy as the Perdix and it's speed suffers, but if it can get close it's damage is significantly higher.

This was the ship I was most worried about when it came to balance, as it's much harder to balance the drone bonuses of the Gallente especially when also getting a 100% bonus to turrets but it doesn't seem too overpowered. More capable of dishing out damage, but less able to take it, I'd still consider this fulfilling the role. If min-maxed this could potentially have the damage output and tank of a Tier 3 Battlecruiser (ie. a Glass Cannon), but it would be indirect damage, with half coming from the drones, and the other half needing you to be so close the ship would have to be sitting on your face to do it.

Destined to be called out as broken by EFT warriors the world over, this ship actually under performs when compared to the Perdix, but it's still a decent ship and I'm pleased with how it came out, here are the powers this ship had.

Battlecruiser Skill Bonus:
10% increase to drone hitpoints and damage dealt by drones, and 7.5% increase to armor repair amount per level

Exploration Ships Skill Bonus:
15% reduction in CPU requirements for Electronics & Sensor Upgrades modules per level.

Role Bonus:
100% bonus to damage of medium hybrid turrets.


I'm going to bed now, but I'll come back and post more in the morning as this is coming along really well. With enough feedback and discussion, I could see this being genuinely worth CCP's consideration but by all means critique this ship if you can. (Critique the ship, not the fit).
Rjaiajik Kajvoril
Excessive Detail Holding Corp.
#49 - 2013-02-09 00:54:15 UTC
Nevyn Auscent wrote:

So, now lets take your fit, which you have said matchs drake DPS. And almost matches the buffer tank while also having a higher passive regen than most active armour fits. Which btw means it will take over in missions since it's a Marauder for BC's. Allowing salvage on the run while still doing basically idental DPS & tank.

Remove the tractors & salvager & cloak.
Leaves me 64 CPU and about 160 PG at this point, and 4 highs.
Change the HM's out for HAMs.
Put 4 Small Neuts in.
I am now at around 30 CPU, 100 PG.
Room for a Point still.

I now have an OP brawler missile fit. That puts out the same DPS as a drake does, but also neuts your cap out at the same time.
And I didn't even faction/meta 4 fit a single thing, which gives me significantly more room for CPU for Ewar or other things.

Well done. That's a pretty nasty gank ship. Decent DPS, point, small neuts. Yeah, I could see that being scary in PvP. It'll cost you 500 Million ISK to field it though so I don't see that as overpowered, I just see that as powerful. About as powerful as it should be for the given price. In fact, let's do a little thought experiment, let's stick the Perdix with the fit you've just described up against ships in a similar price range like say a Tier 3 Battleship. Quite frankly, I'd still be putting my money on the Battleship.

Like I say, people will use it for PvP sure. Why not. But for 500 Million you could buy and fit 5 PvP fitted Drakes which are almost as good. Or 2 PvP faction fitted Ravens. I'm not suggesting it would be a bad move, but you'd need to have money to burn to be throwing these ships into PvP regularly. They're desgned to hold their own in PvP and some people may use them for the slight edge, but much like Pirate Faction ships, the edge doesn't really justify the cost if we're honest so in fleet combat I can't see these replacing much of anything.

As for if these replaced Drakes as the mission ship of choice... doubtful. The Marauders would have done so already if that was the case. Or the Nighthawk at the very least would have overtaken the Drake. You can fit a Nighthawk for about 300 Million and it will outperform the Drake in tank and gank and it's faster and has a bigger cargo container. The Drake is the king of missions not because it's a great ship, but because it's a great ship that's also cheap. Mission runners don't drop 500 million to run Level 4 missions unless they have far too much money in which case they're carebears who can't think of anything to spend their ISK on and would probably run missions in a Dreadnought if you let them. Don't let what they're flying bother you that much... also, just before they're mentioned. The carebears who buy their ISK with Plex so they can mission in ridiculously expensive ships, they don't matter either. They'll soon stop using half a billion ISK ships to mission in when it gets caught in a low sec while they're dropping of a unit of "Damsel In Distress" for the 5th time. Meanwhile we can watch for the funny fail-fit kill mails.
Nevyn Auscent
Broke Sauce
#50 - 2013-02-09 01:57:39 UTC
Rjaiajik Kajvoril wrote:

Well done. That's a pretty nasty gank ship. Decent DPS, point, small neuts. Yeah, I could see that being scary in PvP. It'll cost you 500 Million ISK to field it though so I don't see that as overpowered, I just see that as powerful. About as powerful as it should be for the given price. In fact, let's do a little thought experiment, let's stick the Perdix with the fit you've just described up against ships in a similar price range like say a Tier 3 Battleship. Quite frankly, I'd still be putting my money on the Battleship.

Like I say, people will use it for PvP sure. Why not. But for 500 Million you could buy and fit 5 PvP fitted Drakes which are almost as good. Or 2 PvP faction fitted Ravens. I'm not suggesting it would be a bad move, but you'd need to have money to burn to be throwing these ships into PvP regularly. They're desgned to hold their own in PvP and some people may use them for the slight edge, but much like Pirate Faction ships, the edge doesn't really justify the cost if we're honest so in fleet combat I can't see these replacing much of anything.

As for if these replaced Drakes as the mission ship of choice... doubtful. The Marauders would have done so already if that was the case. Or the Nighthawk at the very least would have overtaken the Drake. You can fit a Nighthawk for about 300 Million and it will outperform the Drake in tank and gank and it's faster and has a bigger cargo container. The Drake is the king of missions not because it's a great ship, but because it's a great ship that's also cheap. Mission runners don't drop 500 million to run Level 4 missions unless they have far too much money in which case they're carebears who can't think of anything to spend their ISK on and would probably run missions in a Dreadnought if you let them. Don't let what they're flying bother you that much... also, just before they're mentioned. The carebears who buy their ISK with Plex so they can mission in ridiculously expensive ships, they don't matter either. They'll soon stop using half a billion ISK ships to mission in when it gets caught in a low sec while they're dropping of a unit of "Damsel In Distress" for the 5th time. Meanwhile we can watch for the funny fail-fit kill mails.


I'm a shocking PvPer with very little experience & spend next to no time EFT warrioring, yet in 30 seconds I came up with that fit that takes your 'exploration' ship, & turns it into a superior mission ship as well as a superior PvP ship. We haven't even started to scratch the surface of what someone with real skill can turn it into.

Also, Marauders are superior to standard battleships & are seen a lot in serious lvl 4 Mission runners. What is seen even more however is the Nightmare/Mach. Because they produce even more DPS than a Marauder. So the argument of '500 Mil' mission ships isn't going to stop people, as someone who runs lvl 4 missions full bore makes that in one day of mission running. & they never take low sec missions. It's not about 'Buying ships with Plex' when they make 100 Mil an hour.

Anyway, my point was that you have not created an 'exploration niche' ship here like you are attempting to, but have infact created a do it all monster ship. That out does basically everything else out there in it's class. Basically a BC size HAC, except with added slots for those who want to use it for exploration giving even more utility to those who use it for other things.
And the ships we already have (especially if the Gnosis goes live and is relatively easy to get rather than being a special issue) already are fine for exploration.
Rjaiajik Kajvoril
Excessive Detail Holding Corp.
#51 - 2013-02-09 04:31:12 UTC
Nevyn Auscent wrote:

I'm a shocking PvPer with very little experience & spend next to no time EFT warrioring, yet in 30 seconds I came up with that fit that takes your 'exploration' ship, & turns it into a superior mission ship as well as a superior PvP ship. We haven't even started to scratch the surface of what someone with real skill can turn it into.

Also, Marauders are superior to standard battleships & are seen a lot in serious lvl 4 Mission runners. What is seen even more however is the Nightmare/Mach. Because they produce even more DPS than a Marauder. So the argument of '500 Mil' mission ships isn't going to stop people, as someone who runs lvl 4 missions full bore makes that in one day of mission running. & they never take low sec missions. It's not about 'Buying ships with Plex' when they make 100 Mil an hour.

Anyway, my point was that you have not created an 'exploration niche' ship here like you are attempting to, but have infact created a do it all monster ship. That out does basically everything else out there in it's class. Basically a BC size HAC, except with added slots for those who want to use it for exploration giving even more utility to those who use it for other things.
And the ships we already have (especially if the Gnosis goes live and is relatively easy to get rather than being a special issue) already are fine for exploration.


Yes you have turned the ship into a superior mission running ship and superior PvP ship because it IS those things. You can do exactly the same with a Command Ship or a Force Recon too. That's no reason for not making it. Also, I can tell you what someone with "real skill" could do, sod all. Maths doesn't change because someone who's considered a fitting genius turns up. The ships do not have enough CPU or Powergrid to be broken, this is fact. The only way they could become broken is if you spent literally billions officer fitting the ship, and installing ridiculously expensive implants at which point it's not that the ship is broken, it's just the person flying it is flying around with half of Jita's profits for the day strapped to the damn ship.

Sure, there are people out there who mission in Marauders and Pirate Battleships. I know I'm one of them. I will however call bullshit on you right now. The whole "100 Million ISK per hour" crap that people spill is a god damn lie. The average level 4 mission pays out around 20-30 million ISK an hour if you include bounties, loot, salvage, and mission rewards, and that's if you're good at it and I don't just mean good, I mean ******* spectacular god-like insta-poping battleships kind of good (ie. better than you, and better than me too for that matter). You do not, and you can not make 100 million an hour doing level 4 missions in high sec and anyone who says they can is a god damn liar. In fact the average person doing level 4 missions in High Sec will be making around 5-10 Million per hour, about as much as a high sec miner in an exhumer with good skills selling ore.

I'll happily admit the Gnosis looks like it could be an interesting ship. Definitely something I could see myself flying. Shockingly though the idea that the T2 Battlecruiser bests everything in it's size bracket neither shocks or alarms me. Next you'll be telling me that Interdictor are pretty much the "I win" button if you pit them against nothing but frigates and other destroyers.... really you don't say. The 30-40 million ISK ship that's designed primarily to act as a anti-warp field generator for small fleets but is based off a destroyer, a ship designed to kill frigates can, if fitted for it, be used to kill frigates extremely effectively. With that said, it is really much of a shock that the T2 advanced Battlecruiser is rather effective at being a Battlecruiser ie. Killing cruisers and being especially hardy.

OK, I'm taking the **** a little but people keep saying "Hey, that'll be a better Battlecruiser than a normal T1 Battlecruiser", and my overwhelming desire is to post pictures of Nicholas Cage. Basically what I'm getting at is that if "it's better than the T1 ships
Traidir
Hedion University
Amarr Empire
#52 - 2013-02-09 06:27:08 UTC  |  Edited by: Traidir
Ever consider that the issue isn't with the modules and ships, but with the actual process of hacking and analyzing? Talk about a underdeveloped mechanic. "You push the button... wait a little while... and then you win." This is slightly less complicated than a Jack-in-the-Box... Pong had more nuances.

Suggestion:
Remove codebreaker/analyzer (maybe even salvager) modules. Give all ships codebreaker/analyzer in the "ships scanner" window or something. Instead of extra slots to carry all these modules, give special roll bonuses to exploration-type ships who were always meant to carry "one" of them. Add a more complex mechanic (a mini-game... like scanning, only not boring) to the process of hacking/analyzing (maybe even salvaging).
Iminent Penance
Your Mom's Boyfriends
#53 - 2013-02-09 09:05:31 UTC
There was a thanatos that had all the modules you mentioned killed in lowsec by a malediction.

Does that count as a solution to your thread idea, op?
Abrazzar
Vardaugas Family
#54 - 2013-02-09 09:40:23 UTC
Just dug around old threads of mine and found one pertaining exploration specialist T2 cruisers:
T2 Explorer Ship Class: Specialist Exploration Vessels

The design basis for them may be outdated but the basic ideas are still obvious. It's giving every race a unique ship for exploration oriented to their cultural background. Caldari - hacking, Amarr - combat, Gallente - mining, Minmatar - salvaging/archaeology.
Xavier Quo
Royal Amarr Institute
Amarr Empire
#55 - 2013-03-02 14:35:24 UTC  |  Edited by: Xavier Quo
Prophecy is decent now, and I had a lot of success with a little magnate and 3 hob II's doing lowsec profession sites. Just fit up an algos to try that as well.

However the one type of exploration I really want to try that these aren't suitable for is WH, a C1 radar/magnetometric is actually classed as C2 difficulty iirc, and drones are really not ideal either. I can't really get a decent ship using turrets instead of drones for scanning, professions and say 4-6/10 combats that doesn't either take to long to do the sites or so big & heavy that even the worst gatecamp will catch you.

The other annoying thing is that radars require 1 module but mags often require 2 -making salvage drones able to do the salvagers jobs in these sites would be great (I would hope T2 salvage drones are coming soon, maybe they could do this) .

A mini marauder T2 Cruiser sounds awesome!

A swapping module-module sounds good as well, also I don't think combining the analyser and codebreaker modules should be out of the question (maybe a laboratory module that isn't quite as good as the two separate modules)

I also heard rumours of a SoCT 6/6/6 layout battlecruise for the 10th anniversary/fanfest...? but our own racial vars would also be great.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#56 - 2013-03-03 10:30:55 UTC  |  Edited by: Hakan MacTrew
I still have massive issues with the idea of a BC with 21 slots, especialy with a 100% bonus on weapon damage.
It just ends up being massively OP when used in another role.

If this exploration ship is intended to be a T2 BC, then its best to look at other T2 BC hulls for guidance. It doesn't need to be as capable in combat as a command ship can be, and even a command ship isnt that capable if it actually fills its support role. They sacrifice their gank for that. But these ships will ideally be for solo work.

So, the essential needs are: A salvager, a probe launcher, (preferably an expanded one,) a codebreaker and an analyzer.
A bonus to these items would be appropriate. Maybe the same one the T1 exploration frigates get; increased probe strength and cycle times on the exploration modules.

Tanking is not as much of an issue for T2 ships, as their natural resist profile is pretty strong and mitigates the need for slots for tanking.
Damage potential is still important, there is no point going into exploration sites where you can't take out the rats. But your already focused on the utility side, so tanking bonuses and damage bonuses are over the top. But again, it does not need to exceed T1 levels of DPS.
Cloaks are a luxury for anything other than Covert ships. Tractor beams and additional salvagers are also luxuries. Something has to be given in exchange for fitting these luxuries. The idea of leaving more utility slots for them is ridiculous, because it's far too open to abuse. This is supposed to be an exploration ship, not an 'exploitation ship'.

So, as a general rule Command ships have 17 slots, (the excpetion being minmatar with 18, which I expect will be changed in the summer expansion.) They heavily outgun and out tank T1 BC's even though they have the same number of slots, (except the Nighthawk, but I also hope that gets sorted out.)

So, if we look at using the natural benefits of T2 ships to mitigate the need for tank and damage mods, we should eaily be able to construct an exploration ship around a T2 BC hull.

As an example, lets look at a Cladari option: wrote:
Slot Layout:
7 Highs (5 launchers)
6 Mids
4 Lows
25mb bandwidth/25m3 drone bay

BC Skill Bonus:
5% Kinetic missile damage per level
5% Shield resists per level

Exploration Ship skill Bonus:
10% bonus to probe strength and 7.5% bonus to Salvager, Analyzer and Codebreaker cycle times per level.
5% RoF to Missile launchers per level

Role Bonus:
100% reduction to Expanded Probe Launcher CPU

That has a fairly solid tank, will out DPS a T1 BC and has enough space for the essential utilities. You can even maintain respectable DPS while fitting a cloak instead of a launcher. More importantly, it will not be OP if used for combat purposes.
Roime
Mea Culpa.
Shadow Cartel
#57 - 2013-03-03 11:12:37 UTC
Why not just use a T3?

.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#58 - 2013-03-04 08:31:47 UTC
Roime wrote:
Why not just use a T3?

Indeed, it does the job well. Unfortunately, it does a lot of jobs well.

Hopefully, when they eventually get around to the T3 rebalance, this should get looked at. At that point, I also hope that the principle of 'jack of all trades' will win out and a specialist T2 exploration ship will become a viable option.
Omnathious Deninard
University of Caille
Gallente Federation
#59 - 2013-03-04 08:49:20 UTC
While I would like to see an exploration cruiser/battle cruiser it would be a monster to balance. It would either need to be like a mini marauder with scan probe bonuses and analyzer/code breaker bonuses or have a new style of slot layout so it could have extra mid and high slots that could only be used for a salvager analyzer and code breaker.

If you don't follow the rules, neither will I.

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