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NON warp-capable Ships

First post
Author
BoBoZoBo
MGroup9
#21 - 2012-12-06 14:30:01 UTC  |  Edited by: BoBoZoBo
Zanzbar wrote:
I'm trying to find a reason to hate this idea but can't think of a whole lot except that it seems weird that a pod can fit a warp core onboard, but somehow something a thousand times its size goes without.


I agree with that, but as long as a pod can bump a carrier... why not suspend belief?

We can always call it a sacrifice of space. It's not that the non-warp should can't fit one, just that it has removed it and put something else in it's place.

Primary Test Subject • SmackTalker Elite

CCP Fozzie
C C P
C C P Alliance
#22 - 2012-12-06 14:41:28 UTC
I find this idea fascinating. Hmm......

Hmm.....

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

MainDrain
The Scope
Gallente Federation
#23 - 2012-12-06 14:57:59 UTC
BoBoZoBo wrote:
Following some leads from other sci-fi ships and stories... How about some ship classes that are non-warp capable, but have some other pretty bad-@ss abilities to make up for it.

They would need to be carried around in other ships with an SMB and deployed on field making them vulnerable to ganks, but the role bonuses would make up for it would have very high maneuverability, high base speed, good tank and low sig radius (depending on base class).

Most obvious candidate for this would be industrial or mining ships with a very high mining yield, low cycle time, high compression capability or excellent refinement. Maybe throw in a dedicated gas mining ship here.

Combat & Support ships could have nice logistical potential or bombardment and sniping abilities.

Just trowing it out there.



Are you not basically suggestions something we Already have ... Drones.
Inepsa1987
#24 - 2012-12-06 15:35:16 UTC
I like it.

Would be very nice to have a tier 2 carrier as the host for these non warp capable ships. A carrier that can hold a squad of ships, with pilots in them. Not sure if something like that is even possible.

Spaceship Pilot.

jonnykefka
Adhocracy Incorporated
Adhocracy
#25 - 2012-12-06 16:40:13 UTC
MainDrain wrote:
BoBoZoBo wrote:
Following some leads from other sci-fi ships and stories... How about some ship classes that are non-warp capable, but have some other pretty bad-@ss abilities to make up for it.

They would need to be carried around in other ships with an SMB and deployed on field making them vulnerable to ganks, but the role bonuses would make up for it would have very high maneuverability, high base speed, good tank and low sig radius (depending on base class).

Most obvious candidate for this would be industrial or mining ships with a very high mining yield, low cycle time, high compression capability or excellent refinement. Maybe throw in a dedicated gas mining ship here.

Combat & Support ships could have nice logistical potential or bombardment and sniping abilities.

Just trowing it out there.



Are you not basically suggestions something we Already have ... Drones.


I think the idea is that these would be player piloted.

And from Fozzie's response, and given a conversation during the New Eden Open about how he was very disappointed that Motherships did not actually deploy hordes of player-piloted ships, I think I see where this is going and it sounds intriguing.
Iagus Damaclese
Doomheim
#26 - 2012-12-06 16:40:45 UTC
BoBoZoBo wrote:
Following some leads from other sci-fi ships and stories... How about some ship classes that are non-warp capable, but have some other pretty bad-@ss abilities to make up for it.

They would need to be carried around in other ships with an SMB and deployed on field making them vulnerable to ganks, but the role bonuses would make up for it would have very high maneuverability, high base speed, good tank and low sig radius (depending on base class).

Most obvious candidate for this would be industrial or mining ships with a very high mining yield, low cycle time, high compression capability or excellent refinement. Maybe throw in a dedicated gas mining ship here.

Combat & Support ships could have nice logistical potential or bombardment and sniping abilities.

Just trowing it out there.


http://cdn.memegenerator.net/instances/400x/31400277.jpg
Beta Miner
COBRA Logistics
#27 - 2012-12-06 17:39:21 UTC  |  Edited by: Beta Miner
So I was worried about all your pilots getting podded or having their ships stolen while they operated the non warp ship ... and the solution is in this thread; Deployable Point Defense Platforms

Sentient Blade wrote:

4. A pilot comes along in a command ship, with a particular high-slot module fitted, let's call it a "Tactical Network Processor" and assumes control over the module ....


I'm not sure about his other ideas, but point #4 is genius, it removes all the complexity ... might this same system be applied to existing POS turrets as well?

To remove the complexity even more, maybe his this module is more lie a Tactical Network DESIGNATOR and is just a glorified target painter. You paint the dreadnaught and the Point Defense Platform shoot's it.

AFK Cloaking? An afk cloaker has never ganked me. In fact a cloaker at his keybourd has never ganked me either.

Wedgetail
Sebiestor Tribe
Minmatar Republic
#28 - 2012-12-06 18:47:54 UTC
BoBoZoBo wrote:
Following some leads from other sci-fi ships and stories... How about some ship classes that are non-warp capable, but have some other pretty bad-@ss abilities to make up for it.

They would need to be carried around in other ships with an SMB and deployed on field making them vulnerable to ganks, but the role bonuses would make up for it would have very high maneuverability, high base speed, good tank and low sig radius (depending on base class).

Most obvious candidate for this would be industrial or mining ships with a very high mining yield, low cycle time, high compression capability or excellent refinement. Maybe throw in a dedicated gas mining ship here.

Combat & Support ships could have nice logistical potential or bombardment and sniping abilities.

Just trowing it out there.



an implementation of this system already exists in the form of the gang assist module known as the clone vat bay, this system - is redundant as jumpbridges are much easier to coordinate and use, and don't leave thier pilots or ships vulnerable to an early/quick counter. X)

otherwise, a fair suggestion
Albert Wittmann
#29 - 2012-12-06 18:51:33 UTC  |  Edited by: Albert Wittmann
CCP Fozzie wrote:
I find this idea fascinating. Hmm......

Hmm.....


Hmm, i can sniff your idea ...

Some old spaceship from the past ... maybe first-generation of the ships of space travel of the empires .. like Wostok, Mercury ... or a little younger ... some of the first hauler, missed in the space between planets and forgotten and drifting now away from the star ...

Hmm, could be funny ... more collector items for Chribba \o/
Albert Wittmann
#30 - 2012-12-06 18:53:53 UTC  |  Edited by: Albert Wittmann
Aww ... quote ... edit ... bullshit ...
Wedgetail
Sebiestor Tribe
Minmatar Republic
#31 - 2012-12-06 18:59:21 UTC
what would be a viable work around to achieve a similar and more viable use:

is when opting to use a clone vat bay, before transferring the pilot, prompt a list of available hulls (including a capsule, for the equivalent of 'no ship') to deploy to the field in, this list is comprised of all vessels in the destination ship's SMB.

upon selecting one, the ship is removed from the SMB, placed on grid in proximity to the ship it was just in, with the pilot that just clone jumped inside.

with this as a foundation a set of specialised non-warp capable ships could be deployed effectively in the manner you initially described, with relatively minor changes to existing mechanics.


(a system similar to this may already exist for the clone vat bay - i personally have never used one, it is my understanding however that it simply spawns the jump clone in a capsule in space and a ship must then be boarded manually from the SMB)
BoBoZoBo
MGroup9
#32 - 2012-12-06 21:26:48 UTC
MainDrain wrote:
Are you not basically suggestions something we Already have ... Drones.


No - No I am not.

Primary Test Subject • SmackTalker Elite

Joe Risalo
State War Academy
Caldari State
#33 - 2012-12-06 21:35:37 UTC
BoBoZoBo wrote:

Exactly - The idea would be that the other pilots would show up in shuttles or frigates and board from there. The SMB capable pilot would stay in their ship. Just like any other cap ship relationship.

Something different.


I was with you until this point.

Why would anyone fly in using a ship just to leave it and board another ship?

I mean, odds are these would be rookie/frigate sized ships, so coming in a rookie/frigate would defeat the purpose.

Why not just give the ship a warp drive and let it get there on it's own?

Now, what I'm kinda looking at is the Cylon motherships from Battlstar Gallactica.

Instead of the ships being inside, they would be attached to the outside of the ship, and the player would be sitting in them.

This would require a new ships both as the carrier and the fighter ships.

Perhaps it could be the new motherships.

Now, these ships wouldn't be hefty ships by any means, and the mothership wouldn't be able to hold a crap ton of them, but perhaps maybe 20-30?

Now, there would be different ships with different roles, but none of them would have significant tank.

So, ewar ships, dps ships, possibly logi ships, etc. etc...

The mothers and the fighters would basically be designed as hit and run.

The bonus of the mother ships is that they could cyno to any system within range without having someone to open the other end.

HOWEVER, they could not bring any ships with them other than the fighters attached to them.

Example

Mothership
Burtha - Capable of holding 20 fighters at base.
Carrier skill bonus - 1 additional fighter per lvl
Mothership - able to fit 1 additional landing platform per lvl

Landing platform - High slot module.. Gives mother ships the capability of carrying 1 additional fighter pilot.

Fighters
Tick - requires frigates 5, and fighters 1. Bonus to cap warfare modules per frigate lvl, bonus to cap warfare module range per lvl

Flee - requires frigates 5, and fighters 1. Bonus to velocity with frigs, bonus to web strength with fighters.

Moth - same requirement. Bonus to warp disruptor range.

Mosquito - same requirements. Bonus to small turret optimal, bonus to small turret dps(high bonuses).

Hornet - same requirements. bonus to rocket range, bonuse to rocket dps (high bonuses).

Queen Bee - same requirements, bonus to small shield/armor transport effectiveness, bonus the small shield/amor transport range.

In the case of all these ships the only slots they have are in relation to their bonuses. So
Tick - 2 highs, not turret/launcher hardpoints.
Flee - 2 mids, no highs
Moth - 2 mids, no highs
Mosquito - 3 highs, turret hardpoints.
Hornet - 3 highs, missile hardpoints.
Queen Bee - 2-3 highs, no hardpoints.

In the case of all ships, their tanking capability is determined by their range from the mothership.
0-5km - high resists, high shield recharge/nanite repair rate (yes armored ships could rep themselves)
5-10km - mod resists, high recharge/self repair
10-15km - mod resists, mod recharge/self rep
15-20km - low resists, low recharge/self rep
20-30km - low resists
30km or more - base resists no recharge/rep

All ships would have a standard velocity of 1500m/s, however, that would be mwd. They all have mwd's at base
If hit with a warp scram, their base speed is 300m/s.

A mothership would have mids and lows for defense and possibly the addition of modules that bonus the ships output to the fighter bonuses in either range or effectiveness.

Would be highly tanked and have and have all the same benefits/negatives of a super carrier.

Now, they would have a ship maint. bay, but only fighters would be allowed inside the ship.
So, while it would only be able to field 30 pilots, it would still have a bay to carry replacements, and a fleet hangar to carry ammo and modules if needed.


So, the mothership would not be capable of any type of damage modules.
It would only have 5 highs, so if it wished to fit anything in the high slots it would have to give up a pilot per slot.
It's mids/lows would be dedicated towards tank and output bonusing modules, so attempting to fit anything different would cost tank and/or bonuses.
These small ships could be devistating against small fleets with bad tracking and no small ship defenses, where a fleet with webs/scrams, and good tracking would pwn these fighters.

At any time the mothership could leave the fighters behind. When the mothership isn't on grid these ships lose all the bonuses coming from the mothership, but also gain the ability to cloak.

So, a mothership could drop them at a bait point and warp off so that the fighters could cloak.
Then, once they pick a target the mothership could come in and bonus them.

So, not only would these ships be designed for hit and run behind enemy lines, but they would also be capable of setting up sneak attacks.

(the names aren't meant to be their true names, but are simply used as a guide)
BoBoZoBo
MGroup9
#34 - 2012-12-06 23:05:25 UTC
That works also me thinks.

I was not sure of the technical implications of having multiple players "inside" or "onboard" of another player pilotes ship considering previous discussions about current carriers with the same idea, that is why I suggested having pilots warp to these ships in inexpensive ships (it could really be any ship they choose).

But if having one piloted ship inside another is feasible then yeah, I would much rather have those piloted ships be inside the mothership already without the pilots having to fly to it for this purpose.

Primary Test Subject • SmackTalker Elite

Colman Dietmar
Sebiestor Tribe
Minmatar Republic
#35 - 2012-12-06 23:51:20 UTC
Great idea, huge potential. I'd love it if CCP looked closely at this.
Wedgetail
Sebiestor Tribe
Minmatar Republic
#36 - 2012-12-07 08:29:25 UTC
Joe: this system is redundant - the jump bridge mechanic already performs the act of moving pilots to a battlefield far better than this would,

also: your description thus far describes an unbalanced system (or does not clearly describe a balanced one), particularly in the pilot numbers vs fighter launch pads, as well as the mother ship proximity dependant bonuses.

most notable is the fact that if my mother ship were to leave the field i gain the ability to cloak and hide: no- a fighter without its mother ship..dies....as it has just lost the only means of survival it has, what you describe makes for a decent ambush tactic for ganks, but without the mother ship being there, fighters are worthless as their sole function is to protect their carrier (without it they have no way to get home) - and therefore as you described loose ALL beneficial effects, not gain any.

do not confuse with the functionality of current carrier fighters, these have warp drives for this exact reason, to act beyond the capacity of simply protecting their carrier, this allows them to act as military naval fighters - providing fighter superiority for their fleet within a large area (in our case, the solar system)

as i mentioned previously: the act of having pilots already attached to the ship is redundant, in that the clone vat bay already allows pilots to spawn at and launch ships carried by a vessel in space (currently the rorqual and titan) - rather than create entirely new mechanics adapt the ones already in place to facilitate the effect of what you describe - it will be much easier for ccp to build test and therefore get working and in the game :)

while your system is interesting as a concept is has implications when combined with the existing game mechanics that would mean the system you describe becomes too bulky for the users when compared to existing methods of deploying a fighting force, - this results in the feature never being used but for the purpose of novelty - which does not do this idea justice at all.
BoBoZoBo
MGroup9
#37 - 2012-12-07 13:54:20 UTC
Your right, it all depends on how you think of it.

Primary Test Subject • SmackTalker Elite

Sentinel zx
#38 - 2012-12-18 19:41:27 UTC
like your idea this could be a T3 Capital Industry / Manufacturing / Research ship = Mobil POS that can still dock on stations

like your op this ship has no warp drive but a old jump drive sytem

Jump drive system could be older version of current warp-drive and Capital-jump-drive system
the reason why it was replaced, because it was inaccurate (you always jumped between 10000km-2 Au away from your destination point and it took to long to activate it again (30min-1h)
some scientist and engineers have improved this system that your destination point lies now between 5000km and 10000 km and reduced the activation time to 5 min

unlike the Capital jump drive required this system no fuel and no cyno but its still inaccurate and insecure to use this in Military Strategic Missions (maybe)
you can jump only in a neighboring system that is connected with your current system
you will able to set next jump destination for example in Nearby system 3 planet or Asteroifeld and you land between 5000-10000 km away from it

ship ehp could be between 400k - 600k
normal ship speed 50m/s

Role Bonus: Mass null filler (reduce ship Mass by using Microwarpdrive Module to increase your max speed to 5000m/s )

  • Defensive Subsystems
  • same like current t3 system

    only with different Warfare Processor
    maybe 2% bonus to effectiveness of all Gang Assist Link Modules (all Warfare and Mining Link Modules)

  • Offensive Subsystems

  • -Sieges Module stationary installation
    able to install 2 Capital ship weapons (depending on race)

    -Drone Synthesis Projector
    20% bonus to Drone/Fighter damage and hitpoints per level.
    (you can use only 5 Drones/Fighter at same time not 10 like carrier)

    -Small / Medium / Large Turret /Missile Platform (depending on race)

    -Mining Module
    Able to equip 4 Strip Miner or 4 Ice Harvester turrets. (Still you would get less ore/min than unbonused Hulk)
    (Mining Foreman Module give you the bonus only if you in a Fleet)
    10% bonus to drone hitpoints, damage and mining yield per skill level.

  • Electronic Subsystems
  • -same like current t3 system

  • Engineering Subsystems
  • --same like current t3 system

  • Propulsion Subsystems

  • -Microjumpdrive Optimization
    100% Bonus to Microjumpdrive jump range

    -Interdiction Nullifier
    Immunity to non-targeted interdiction

    -Wake Limiter
    5% reduction in microwarpdrive signature radius penalty per level.
    5% bonus to microwarpdrive speed per level

    -Jumpdrive Optimization
    improve coordinates to your destination point 10% per level

  • Pos Modules

  • -Laboratory

    -Refining Array

    -Reactor Array

    -Ship - Transporthangar 200k m3

    hm.. just some thoughts
    Mole Guy
    Bob's Bait and Tackle
    #39 - 2012-12-18 22:30:56 UTC
    i was in the navy 10 years and there is talk about a missile platform that is drug around from another ship. its sole purpose is to provide missiles for the fleet. any ship that is linked up will be able to request a certain type of missile and itll be shot in the air for u to take control of.

    that being said, we could have a defender missile platform for fleet ops that we tow and deploy for protection. or something kewl.
    mining capabilities would be industrial ship 5 or something and then this mining vessle. maybe it has 6 turret slots and a 500k ore cargo hold, maybe it goes 50 m/s, maybe get bonuses to laser range (30k) and bonuses to roid scanners. maybe it has a 200 m3 drone bay for mining drones only. for every rank of this ship, you gain 1 extra drone so it can be a "mining mothership".

    down side, no warp. must be carried in. slow with very little maneuverability...no escape.
    but man can it suck down the roids.

    it would need all the appropriate drone skills to fly drones. maybe we can have 5m3, 10m3 and 25m3 mining drones.

    who knows, the possibilities are endless. the idea is solid and has merrit.

    kudo's to ya...
    JP Nakamura
    Union of Intergalactic Miners and Nano Assemblers
    #40 - 2012-12-18 22:40:15 UTC
    Metal Icarus wrote:
    brainfarting this out here....

    T2 tier3 battleships, no warp drive, able to cyno in highsec, can fit 1 or 2 dreadnaught sized weapons for highsec pos bashing.


    I find your ideas intriguing and would like to subscribe to your newsletter.

    CCP: 10+ years of Harvesting players Tears  (latest efforts being Source Limited Edition, and Alliance Logo Revised Policies)

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