These forums have been archived and are now read-only.

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

Ships & Modules

 
  • Topic is locked indefinitely.
 

Most needed new ship?

Author
Skippermonkey
Deep Core Mining Inc.
Caldari State
#21 - 2011-10-05 15:37:38 UTC
Potato IQ wrote:
Headerman wrote:
T3 frigates


Pretty please



If they can release t3 frigates without obsoleting the current line of frigates i'd welcome them.

But they cant

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#22 - 2011-10-05 15:40:13 UTC
Andrea Griffin wrote:
I don't think we really need any new ships. We already have plenty of ships. Just fix some of the balance issues with the ships we already DO have, and ensure that every ship has a viable role (no more "useless" ships), and I'd be plenty happy.


Amen. There's not too many useless ships tho, although there are quite a few almost useless.

Gallente needs balanced, coming soon(tm). Not just hybrids balanced, but also other reworkings. Otherwise the Domi would be as OP as the Mach, as well as the Myrm.

internet spaceships

are serious business sir.

and don't forget it

Joneleth Rein
#23 - 2011-10-05 23:46:07 UTC
I wouldn't mind T3 Frigates but hey what about T3 Battleships? Pretty please?

Spider Pig! Spider Pig! Does what a Spider Pig does.. Can he swing? From a web.. No he can't. He's a pig.

SpaceSquirrels
#24 - 2011-10-06 02:11:23 UTC
Defensive ships that have 0 offensive capabilities. Rather think of a ship like shield frigates or drones that linked together in homeworld to provide a shield around the fleet or a ship. Not logi which is active support.

Or say a cruiser that shoots down incoming missiles for the entire fleet like a phalanx cannon we see nowadays.

Actually one of the really cool ships in the homeworld series have a repellent drive that pushed ships out to a certain radius. (Think of pushing frigates or small ships outside tackle range)

Tippia
Sunshine and Lollipops
#25 - 2011-10-06 02:24:04 UTC
Andrea Griffin wrote:
I don't think we really need any new ships. We already have plenty of ships. Just fix some of the balance issues with the ships we already DO have, and ensure that every ship has a viable role (no more "useless" ships), and I'd be plenty happy.
^^ Pretty much this, but to iterate expand on it…

EVE does not need any new ships whatsoever. None. Going down that road is just a waste of effort.

What it needed is new roles, where space might be made for new ships. Hell, it's pretty much always about the roles, and that is where any kind of addition pretty much must start. Without roles to fill, any new ship will either immediately fall into the tier-1 cruiser/frigate category of uselessness, or they will push some other ship into that category — end result, one ship added, one ship (effectively) removed, zero net increase in ships.

As it happens, we already have tons of ships that have no useful roles, and fixing that issue would immediately add maybe 20-30 ships to the pool of stuff we see flying around.

For instance, compare T3 with ORE Industrials. The Noctis was given a very specific role and could be designed to fill that role perfectly. It could be argued that it somewhat pushed the cheapfit salvage destroyers out of business, but they actually still have that particular role — they are cheap (and fast, for situations where you can't rely on those bonused tractors). The T3 ships, on the other hand, have no roles. So what happened was that they either pushed other ships out of the way (hello Tengu) or they were considered subpar and not worth it compared to the traditional alternatives (hello Legion, and even Proteus).
Tenris Anis
Schattenengel Clan
#26 - 2011-10-06 04:05:09 UTC
SpaceSquirrels wrote:

Or say a destroyer that shoots down incoming missiles for the entire fleet like a phalanx cannon we see nowadays.


Fixed for you, small turrets / defender missiles should work just fine. Add simply a targeting mod that targets red missiles and you can than shoot manual at them. If you really like you can do this in a cruiser, but in a destroyer it would just make so much more sense.

Remove insurance.

Wylee Coyote
Imperial Academy
Amarr Empire
#27 - 2011-10-06 05:06:11 UTC  |  Edited by: Wylee Coyote
Tenris Anis wrote:
SpaceSquirrels wrote:

Or say a destroyer that shoots down incoming missiles for the entire fleet like a phalanx cannon we see nowadays.


Fixed for you, small turrets / defender missiles should work just fine. Add simply a targeting mod that targets red missiles and you can than shoot manual at them. If you really like you can do this in a cruiser, but in a destroyer it would just make so much more sense.


In keeping with the 'roles over ships' point;

The above fix is unnecessary and manually firing defenders has been the foremost reason (imo) no one ever uses them as it is a contradiction to how all other missiles work (in game). If a ship can fit a missile launcher, it can load defenders, that should not be changed. What should be changed is that defenders become autofiring, using the ship's maximum targeting distance (including skills/mods), the ship's signature resolution (including skills/mods) to dictate the time to auto lock-on, but the missile's maximum possible travel distance (including skills/mods/ship bonuses) to determine when the missile launcher filled with defenders begins to fire at incomming missiles. This means that every race can have multiple ships/ships classes available as a dedicated missile defense boat if they so chose.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#28 - 2011-10-06 05:55:36 UTC  |  Edited by: Cipher Jones
Quote:
In keeping with the 'roles over ships' point;

The above fix is unnecessary and manually firing defenders has been the foremost reason (imo) no one ever uses them as it is a contradiction to how all other missiles work (in game). If a ship can fit a missile launcher, it can load defenders, that should not be changed. What should be changed is that defenders become autofiring, using the ship's maximum targeting distance (including skills/mods), the ship's signature resolution (including skills/mods) to dictate the time to auto lock-on, but the missile's maximum possible travel distance (including skills/mods/ship bonuses) to determine when the missile launcher filled with defenders begins to fire at incomming missiles. This means that every race can have multiple ships/ships classes available as a dedicated missile defense boat if they so chose.


Watching a falcon and 2 Caracal Navy Issues nullify an entire drake blob would be fun. Epic lulz for sure. Which is why it won't happen. A true catch 22.

internet spaceships

are serious business sir.

and don't forget it

Headerman
Native Freshfood
Minmatar Republic
#29 - 2011-10-06 09:51:17 UTC
Tippia wrote:
Andrea Griffin wrote:
I don't think we really need any new ships. We already have plenty of ships. Just fix some of the balance issues with the ships we already DO have, and ensure that every ship has a viable role (no more "useless" ships), and I'd be plenty happy.
^^ Pretty much this, but to iterate expand on it…

EVE does not need any new ships whatsoever. None. Going down that road is just a waste of effort.

What it needed is new roles, where space might be made for new ships. Hell, it's pretty much always about the roles, and that is where any kind of addition pretty much must start. Without roles to fill, any new ship will either immediately fall into the tier-1 cruiser/frigate category of uselessness, or they will push some other ship into that category — end result, one ship added, one ship (effectively) removed, zero net increase in ships.

As it happens, we already have tons of ships that have no useful roles, and fixing that issue would immediately add maybe 20-30 ships to the pool of stuff we see flying around.

For instance, compare T3 with ORE Industrials. The Noctis was given a very specific role and could be designed to fill that role perfectly. It could be argued that it somewhat pushed the cheapfit salvage destroyers out of business, but they actually still have that particular role — they are cheap (and fast, for situations where you can't rely on those bonused tractors). The T3 ships, on the other hand, have no roles. So what happened was that they either pushed other ships out of the way (hello Tengu) or they were considered subpar and not worth it compared to the traditional alternatives (hello Legion, and even Proteus).


Na. I don't agree with "there are no new ship needed" at all.

Also, T3's have one overriding role above everything else: best fleet boosters. Say what you like about a Legios offensiveness, but it's fleet boosting is REALLY welcomed by fleets. Same for the Loki with it's great bonuses of lower sig radius, better agility/speed etc. And who could pass up the Proteus' better scan res?

Ships that ARE in game and are not flown have no roles; EAFs. They seriously need fixing. Other thips like the Scythe need a different bonus than tracking links, it is one of the most ridiculous bonuses in the game.

Also, CCP have wanted more people in 0.0 space. There are lots of ways to attract people there and one part of that is new ships. For example, a capital ice miner might be handy to fuel a POS. A small corp would not want to demoralise corpies with the task of ice mining, and there is virtually no ice on the market in 0.0 anyway. So if they had something to take the pain away... Then you have corps that like to PVP. If they are new (or not) they might only want to do it in sub caps, or might not even have capital skills. So having a decent way to get ships out there or making ships available to them could be important.

And what about blue prints? Personally i find the whole experience of transporting capital BPOs around in a cheeta pretty hairy. What about a small, long range jump capable ship for that purpose?

Want to get into a cap like ship but can't be assed buying a billion isk in skill books and BPs? I personally think there is a lot of room for semi capital ships similar to Blops. Ones that are expensive, but give good rewards for users of them (less skils needed, more firepower, versatility etc).

And there's plenty of people wanting a dedicated ship transporter, something to move 6-10 assembled BSs would be hella handy.

Looking at what either discourages players or makes life hard work can show gaps in the ship lineup

Australian Fanfest Event https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=90062

Jennifer Starling
Imperial Navy Forum Patrol
#30 - 2011-10-06 10:43:12 UTC
Medium sized T1 industrial with 200,000 m3 cargo space and able to transport rigged ships.
Salvia Olima
The Scope
Gallente Federation
#31 - 2011-10-06 10:45:25 UTC
SpaceSquirrels wrote:
Defensive ships that have 0 offensive capabilities.


A special Corvette-class would be nice - a few pods can dock in it so you can move other players (or your alts) too,
not just your pilot. Also fitted with a 30sec ECM-burst as a role bonus but no weaponry at all.
Potato IQ
Doomheim
#32 - 2011-10-06 10:55:50 UTC
Skippermonkey wrote:
Potato IQ wrote:
Headerman wrote:
T3 frigates


Pretty please



If they can release t3 frigates without obsoleting the current line of frigates i'd welcome them.

But they cant


I would like an Aston Martin, but can’t afford one a too expensive. In the future, maybe, but until then I’ll drive a lesser car. Cost is always a factor, so your statement is bollocks as there will always be customers for cheaper models
Meditril
Hoplite Brigade
Ushra'Khan
#33 - 2011-10-06 13:00:57 UTC  |  Edited by: Meditril
List of ships missing in EVE:

T3-Frigates alias Tactical Frigate: Should be not more powerful than an AF or EW but it should be more flexible. For example they should have many low/med/high slots but they should have a limit on how many modules can be put online at once. With this you could tactically change your ship within a few minutes to adapt to a different situations. Imagine you have a ship with 5 moduls for low, med and high slots but in total you can only have 8 modules online at the same time.

Nomadic Ships: Ships which support nomadic life style for a small set of ppl including some limited manufacturing and refining capabilities.

Shield Generator Ships: Similar to Homeworld where you can use ships to create a bubble around another ship for protection. This constellation should be able to jump together as one etc. so that you effectively can protect transport ships. Together with this change jump bridges should be removed. I want to see convoys in low-sec and 0.0!
Wylee Coyote
Imperial Academy
Amarr Empire
#34 - 2011-10-06 14:24:38 UTC  |  Edited by: Wylee Coyote
Cipher Jones wrote:
Quote:
In keeping with the 'roles over ships' point;

The above fix is unnecessary and manually firing defenders has been the foremost reason (imo) no one ever uses them as it is a contradiction to how all other missiles work (in game). If a ship can fit a missile launcher, it can load defenders, that should not be changed. What should be changed is that defenders become autofiring, using the ship's maximum targeting distance (including skills/mods), the ship's signature resolution (including skills/mods) to dictate the time to auto lock-on, but the missile's maximum possible travel distance (including skills/mods/ship bonuses) to determine when the missile launcher filled with defenders begins to fire at incomming missiles. This means that every race can have multiple ships/ships classes available as a dedicated missile defense boat if they so chose.


Watching a falcon and 2 Caracal Navy Issues nullify an entire drake blob would be fun. Epic lulz for sure. Which is why it won't happen. A true catch 22.


Like a couple of arbitrators/curses/pilgrims can do now to an all turrets fleet? Under my proposal ships being countered by defenders could still move closer to (hopefully) take advantage of their missiles' low signature radius to get them to their targets before the defender missile equiped ships can lock onto their missiles (like turret ships can move closer to negate a tracking disruptor's negative range bonus).
Satav
Aliastra
Gallente Federation
#35 - 2011-10-06 15:27:36 UTC
Jennifer Starling wrote:
Medium sized T1 industrial with 200,000 m3 cargo space and able to transport rigged ships.


Love this idea.

Anne Arqui
Diamonds in the Rough Enterprises
#36 - 2011-10-06 15:40:32 UTC
Satav wrote:
Jennifer Starling wrote:
Medium sized T1 industrial with 200,000 m3 cargo space and able to transport rigged ships.


Love this idea.


/wants too, would be a very welcome addition to any industrial player's fleet!
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#37 - 2011-10-06 16:27:03 UTC  |  Edited by: Fronkfurter McSheebleton
A mining ship with similar drone bay and bonuses to a navy vexor would be cool. Couldn't give it as much ore munching power as the hulk, obviously, but it'd be nice to see the miners able to fight back against marauding velators.

thhief ghabmoef

SpaceSquirrels
#38 - 2011-10-06 16:53:48 UTC
Like to see a mobile POS kinda thing/hideout as others have mentioned above. Similar to an orac except you dont need two accounts rather find a spot get into your exploration/combat ship and once you leave it can cloak up or semi defend it's self kinda deal.
Teh Frog
Exotic Connections
#39 - 2011-10-06 17:43:57 UTC
I would like to see a dedicated Gas Mining ship. Something that could do both the work of a covert ops ship (although not as well) as well as field a a rack of bonused gas miners.
Aesiron
Viziam
Amarr Empire
#40 - 2011-10-06 18:11:18 UTC  |  Edited by: Aesiron
Tech 2 / Navy issue Harbinger

I always liked the Harbinger as a Battlecruiser and it bothers me why there are two Prophecy T2 ships and no Harbinger T2s. The Tech 2 or Navy Issue Harbinger should have more specific bonuses than the T1 variant. It should focus on either fast fire rates, anti-frigates, good tracking, etc etc. I would also like to see the navy issue skin for this lol. The same should apply for other BCs.

ECCM Tech 3 Frigate

We've seen a lot of ECM recently, I'd like to see an advanced T3 frigate with ECCM capabilities while maintaining the main role of a frigate.