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Ideas for Gallente/Amarr or Caldari/Minmatar pirate faction ships?

Author
Syrias Bizniz
some random local shitlords
#21 - 2013-06-12 21:38:58 UTC
I'd like to see a ECM / Projectile / Armor faction with only 3 med slots on hulls, and not before they change ECM so it doesn't disable a ship completely. (Like, ... reduce max lockable targets to 1 and break all locks?)
Maximus Andendare
Stimulus
Rote Kapelle
#22 - 2013-06-12 21:57:15 UTC
Syrias Bizniz wrote:
I'd like to see a ECM / Projectile / Armor faction with only 3 med slots on hulls, and not before they change ECM so it doesn't disable a ship completely. (Like, ... reduce max lockable targets to 1 and break all locks?)
I guess something like this would be cool. If they change ECM to be less broken--say, just break locks--then they could introduce the "old," op version on a pirate hull with precious few midslots.

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chaosgrimm
Synth Tech
#23 - 2013-06-13 11:58:25 UTC
Caldari/Minmatar

Special: 25% launcher RoF
Caldari: 4% to shield resists per lvl
Minmatar: 7.5% shield booster effectiveness per lvl


Amarr / Gallente

Special: 25% hybrid RoF
Amarr: 4% to armor resists per lvl
Gallente: 7.5% to armor rep effectiveness per lvl

Meh I can dream xD
MacW
Perkone
Caldari State
#24 - 2013-06-13 13:55:57 UTC
I promote this. I am caldari/minmatar.

flavor (for me) implies a angry gang

my two cents - rockets?

Shereza
Center for Advanced Studies
Gallente Federation
#25 - 2013-06-14 04:39:38 UTC  |  Edited by: Shereza
I think it'd be nice to see some more "real" ships for the current pirate factions that make ships available. Specifically ECM ships for Guristas, TD ships for Sansha, RSD ships for Serpentis, and painter ships for Angel factions. Once they're in place and available pirate ships are more than "moar deeps" ships work should be started on factoring in "new" pirate factions. I say that as someone who would very, very much like to fly EoM-skinned ships.

Regarding the idea that EoM shouldn't be Amarr/Gallente because it's already been covered I say that that's bushwah. Serpentis and Angel ships are both Minmatar/Gallente hybrids. With that as a precedent there's no significant reason to disallow doubling up on other faction combinations due to it already existing as one other faction.

Regarding ship bonuses given that the missile "bonus" for the current player-usable Guristas ships is to missile velocity I don't really much see that it's worth counting, honestly. Their missile damage is already fairly anemic due to few launcher slots on all ships and low CPU on at least the gila, and the velocity bonus doesn't actually do much to help it better apply that damage much less actually increase its damage output. I mean in all honesty I think that I'd rather fit heavy launchers on my rattlesnake than cruise launchers, and definitely rather than siege launchers, simply because it would be better damage application to smaller targets thereby letting me potentially avoid needing to suck up my sentries and deploy lights to take out frigates that got inside said sentries' tracking envelope.

As for other factions, I like the idea of a 7.5%/level damage bonus to hybrids and missiles for EoM ships and a role bonus of 50% increased optimal for hybrids and velocity for missiles. Then set up the high slot layout to work along the lines of some of the newer Minmatar ships with 3/3 hardpoints and 4 high slots on the frigate, 4/4/6 on the cruiser, and 6/6/8 on the battleship. Alternatively the role bonus could be a flat 37.5% increase in the effectiveness of shield boosters. Granted shield booster bonuses are traditionally Minmatar, but the Hawk assault ship sets a precedent for non-Minmatar ships getting said bonuses and Gallente ships get repair amount bonuses which when applied to the traditionally shield-tanked EoM ships would convert to shield boosting bonuses.

Regarding a Minmatar/Caldari pirate faction, yeah, one would have to be created for it. There's no ifs, ands, or buts about it. If we go with EoM getting a hybrid damage bonus and Serpentis getting a hybrid damage bonus it would make sense to have a Minmatar/Caldari hybrid faction focus on projectile performance. Along those lines perhaps design the frigate, cruiser, and battleship hulls around optimal range and rate of fire bonuses for projectiles for all ships with the frigate getting a per level velocity bonus, a shield HP bonus for the cruiser, and a shield resistance bonus for the battleship. I would also suggest making this NPC faction clinically insane as a whole and prone to recreational (ab)use of boosters to account for having such differing "defensive" bonuses.

That covered I would like to suggest making faction destroyers and battlecruisers as EW platforms. Given the nature of destroyers and how easily taken out they are it might be "fun" and "interesting" to give the Guristas destroyer a bonus to burst ECM optimal range and cycle time as well as a shield resistance bonus. The Sansha destroyer could get a bonus to capacitor consumption and effectiveness of tracking disruptors and a laser tracking bonus. The angel destroyer might be interesting with bonuses for shield boosting or velocity, target painter optimal, and target painter effectiveness. The Blood Raider destroyer would be relatively disgusting if it got bonuses to both webbers and neutralizers so how about a reduction in webber capacitor consumption, vampire/neutralizer transfer amount, and armor resistances. For the Serpentis destroyer let's take a quick flight into the Twilight Zone and, while ignoring the slimy neanderthal on the wing of your ship, give it a bonus to scrambler/disruptor range, RSD effectiveness, and either armor repping or velocity.

No, you can't have some of what I'm smoking. I just have too much caffeine in my system at the moment.

Edit: Please bear in mind that whenever bonuses to EW that are similar to those held by T2 ships are suggested it is not my idea that they necessarily be equal to T2 bonuses. Whereas one T2 ship might get a 5% bonus to their EW a pirate faction ship getting the same bonus would see it at 2.5% or 3% as an example.
Maximus Andendare
Stimulus
Rote Kapelle
#26 - 2013-06-14 18:50:46 UTC
Shereza wrote:
snip.
Wow great thoughts here. I think what people were pointing out was that Amarr/Gallente being already covered is that Amarr and Gallente, apart from their primary weapon system, already operate fairly interchangeably, so what unique flavor a hybrid pirate race would pull over is questionable. Amarr and Gallente both share armor tanking with low-slot heavy ships. Amarr are tankier, slower and with better cap, while Gallente are actively tanked, faster and less cap. Weapons-wise, they both use drones and favor close range weapons (although they *could* use their longer range weapons if they weren't so terrible). I mean, there's dissimilarities in their T1/T2 ewar styles, but nothing totally unique as to bring flair to an all-new pirate faction (including EOM). It's just that similarities between the two races are so similar that its more difficult to think of a unique combination of bonuses that isn't already shared in some Amarr or Gallente boat.

Think of it this way: Caldari and Minmatar are very similar as well, which makes them difficult to instantly know a good combination of factors to consider and make a unique combination. Gallente and Caldari have shields/optimal range/missiles/drones/armor all as unique traits, and it's relatively easy to pick a couple of those to make a new unique race. Caldari and Minmatar, being similar as well, do share some traits (shield tanking, etc.), but they do have some distinctness that could be used relatively easily to make a new C/M hybrid faction race. For example, Caldari have ships with resist bonuses, optimal range, long targeting lock, ECM flair, typically slower and tankier than Minmatar ships that are bonused for falloff, close targeting, agile fast and lighter tank (but boosted bonuses). Here, I could pick optimal range on projectiles on a slower Caldari hull and that'd be somewhat unique (with obvious balancing considerations needing to be determined).

Conversely, G/A don't really have easy traits that aren't reflected somewhere. One possible combination that's lacking in the game now is a missile (HML)/armor boat (since Khanid sealed up the HAM/armor combo). Another would possibly be active armor tanked, laser boats--but the cap required on that would be crippling. Maybe the bonus is for laser tracking/active armor amount but include a role bonus for -50% cap need on active reppers?

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Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#27 - 2013-06-14 19:04:54 UTC  |  Edited by: Jonas Sukarala
maybe an...
special ability : 25% Hybrid damage
amarr : 10% cap recharge rate
gallente : 10% active armour amount

combination taking the strong cap amount from amarr ships and adding them to brutix like ships.
It might make a useful armour tanking combination ... especially with armour tanking needing a lot of work.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Maximus Andendare
Stimulus
Rote Kapelle
#28 - 2013-06-14 19:28:12 UTC
Jonas Sukarala wrote:
maybe an...
special ability : 25% Hybrid damage
amarr : 10% cap recharge rate
gallente : 10% active armour amount

combination taking the strong cap amount from amarr ships and adding them to brutix like ships.
It might make a useful armour tanking combination ... especially with armour tanking needing a lot of work.
Hmm....that's very clever, and I like it. But hybrid damage is high already, and considering that the ships would likely have many low slots, meaning many sweet damage mods, maybe a better special ability would be to a bonus to ewar, since the cap recharge rate will partially offset the need for cap boosters on an active setup.

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