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What should be the next T3 (asking the wormhole community).

Author
Rroff
Antagonistic Tendencies
#21 - 2013-07-28 13:03:48 UTC  |  Edited by: Rroff
Mr Kidd wrote:
not gonna be a fun place when you have to hide your DPS fleets 3 holes away a no cloaky tackle you could fly is going to last more than 15 seconds.


Thats an interesting point and something that I'd overlooked when reading some of the ideas about nerfing T3s.



On the subject of the next T3 personally I'd like to see Marauders changed to become T3 battleships (Still called Marauders), with the option of more of less keeping the old layout but also the ability to change them between more PVE, PVP, etc. roles, able to switch up the ewar bonuses a bit or even sacrifice some functionality for more cargo space or faster salvaging, for instance on the Kronos option of 90% web bonus or a point range bonus electronic sub-systems, etc.
Sorany
Republic Military School
Minmatar Republic
#22 - 2013-07-28 13:21:56 UTC
Rroff wrote:
Mr Kidd wrote:
not gonna be a fun place when you have to hide your DPS fleets 3 holes away a no cloaky tackle you could fly is going to last more than 15 seconds.


Thats an interesting point and something that I'd overlooked when reading some of the ideas about nerfing T3s.



On the subject of the next T3 personally I'd like to see Marauders changed to become T3 battleships (Still called Marauders), with the option of more of less keeping the old layout but also the ability to change them between more PVE, PVP, etc. roles, able to switch up the ewar bonuses a bit or even sacrifice some functionality for more cargo space or faster salvaging, for instance on the Kronos option of 90% web bonus or a point range bonus electronic sub-systems, etc.


because if anyone overuses burtlesherps it's wh space. AMIRITE?!
Icarus Able
Refuse.Resist
#23 - 2013-07-28 15:22:32 UTC
Rroff wrote:
Mr Kidd wrote:
not gonna be a fun place when you have to hide your DPS fleets 3 holes away a no cloaky tackle you could fly is going to last more than 15 seconds.


Thats an interesting point and something that I'd overlooked when reading some of the ideas about nerfing T3s.



On the subject of the next T3 personally I'd like to see Marauders changed to become T3 battleships (Still called Marauders), with the option of more of less keeping the old layout but also the ability to change them between more PVE, PVP, etc. roles, able to switch up the ewar bonuses a bit or even sacrifice some functionality for more cargo space or faster salvaging, for instance on the Kronos option of 90% web bonus or a point range bonus electronic sub-systems, etc.



So you want a Kronos/Vindi mix :/.Unlikely as webs arent used by gall.
Funshine Bear1
Arrakis Survey and Scouting
#24 - 2013-07-28 17:02:34 UTC
Poasting to follow.




T3 Ventures yo!!!


Humang
Sudden Buggery
Sending Thots And Players
#25 - 2013-07-29 06:42:37 UTC
Asayanami Dei wrote:
Honestly, I don't think there's a role for a new T3 ship to fill, they'd have to create one or replace currently implemented ships


I would agree with this, T3 ships are meant to generalize and they achieve that, not a well as the specialized T2 but that's the idea. A cruiser sized hull is perfect for this, its still mobile and can still take/deal a fair amount of damage. Using a different hull size would counter this.

An interesting concept for T3 item would be to have modifications that allow for ship to specialize into a different system, or enhance a specialization that it already has.

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

corbexx
Sebiestor Tribe
Minmatar Republic
#26 - 2013-07-29 07:35:48 UTC  |  Edited by: corbexx
Humang wrote:
Asayanami Dei wrote:
Honestly, I don't think there's a role for a new T3 ship to fill, they'd have to create one or replace currently implemented ships


I would agree with this, T3 ships are meant to generalize and they achieve that, not a well as the specialized T2 but that's the idea. A cruiser sized hull is perfect for this, its still mobile and can still take/deal a fair amount of damage. Using a different hull size would counter this.

An interesting concept for T3 item would be to have modifications that allow for ship to specialize into a different system, or enhance a specialization that it already has.


A couple years ago at fanfest some one asked ccp greyscale (atleast think it was greyscale) What the next t3 would be and he basically said unless there was a role for it to fill they wouldnt make one.
Rroff
Antagonistic Tendencies
#27 - 2013-07-29 15:45:27 UTC
Icarus Able wrote:


So you want a Kronos/Vindi mix :/.Unlikely as webs arent used by gall.


Not quite following you - Kronos already gets the 90% web bonus. Was more of an example tho - what I'd like to see is more configurable marauders.

In terms of w-space stuff I'm not sure theres that many options for a new T3 - theres already plenty of frig roles, BCs and cruisers and even to a degree BS are already covered by strategic cruisers really. That mainly leaves capitals and industrials :S
PopeUrban
El Expedicion
Flames of Exile
#28 - 2013-07-31 20:14:00 UTC  |  Edited by: PopeUrban
T3 Carrier/POS platforms "Nomad Carriers"

Basically, imagine a ship capable of doing everything a POS can do, but with only as much fitting space as a small POS.

This ship remains in space when the pilot is logged off, and can enter "anchored mode"

When in "anchored mode" it can manifest a Pos shield (if it has fuel blocks) and can be reinforced with stront in this mode. This ship appears on the overview when in anchored mode.

These ships can be modular fit for either "mobile Pos" use, or with some module swaps have best-in-game hangar space or anchored point defense capability, or a combination of the above depending on fit.

Nomad carriers, due to their construction, are unable to warp, and may only travel at a sub-warp velocity of 300-900 on-grid, and must otherwise travel via jump drive, however they may be fitted with "jump probes" enabling in-system unassisted jumps.

This ship differs from a standard pos in that it has the option of fitting either anchor point defense or standard capital weapons, if using standard cap weapons, these weapons can not be fired while in reinforced mode, however it is possible to fit this vessel with subsystems to utilize traige or siege modes.

Basically, we're talking about a ship that's functionally a normal cap ship, but can be anchored in space, and when anchored is functionally a small pos with all of its modules internally mounted. This ship class is intended to serve as a lone base for a comall contingent fleet of *insert fleet type here* and in groups could support completely nomadic self sustaining convoy corporations or alliances. These ships would also be highly useful for reinforcing choke points in sov warfare, and "ninja mining" unpatrolled sectors full of nice moons.

Obviously, the initial designs would be of thukker Mix origin, probably stolen and modified by Amarr agents and then disseminated and modified by the other empires.

Tricky/possible broken idea: a weapon subsystem that removes the ability to fit point defense or normal cap weapons, but allows the nomad carrier to fit a DD... in anchored mode, creating a formidable defensive emplacement for cap warfare.
Kalel Nimrott
Caldari Provisions
#29 - 2013-07-31 20:36:00 UTC
The above would require empty systems. And that could be the new pos modular system on a small scale. It wouldnt replace poses, but would set the ground for the new pis system.

Bob Artis, you will be missed.

O7

Phoenix Jones
Small-Arms Fire
#30 - 2013-07-31 21:40:55 UTC  |  Edited by: Phoenix Jones
PopeUrban wrote:
T3 Supercarriers. "Nomad Carriers"

Basically, imagine a ship capable of doing everything a POS can do, but with only as much fitting space as a small POS.

This ship remains in space when the pilot is logged off, and can enter "anchored mode"

When in "anchored mode" it can manifest a Pos shield (if it has fuel blocks) and can be reinforced with stront in this mode. This ship appears on the overview when in anchored mode.

These ships can be modular fit for either "mobile Pos" use, or with some module swaps have best-in-game hangar space or anchored point defense capability, or a combination of the above depending on fit.

Nomad carriers, due to their construction, are unable to warp, and may only travel at a sub-warp velocity of 300-900 on-grid, and must otherwise travel via jump drive, however they may be fitted with "jump probes" enabling in-system unassisted jumps.

This ship differs from a standard pos in that it has the option of fitting either anchor point defense or standard capital weapons, if using standard cap weapons, these weapons can not be fired while in reinforced mode, however it is possible to fit this vessel with subsystems to utilize traige or siege modes.

Basically, we're talking about a ship that's functionally a normal cap ship, but can be anchored in space, and when anchored is functionally a small pos with all of its modules internally mounted. This ship class is intended to serve as a lone base for a comall contingent fleet of *insert fleet type here* and in groups could support completely nomadic self sustaining convoy corporations or alliances. These ships would also be highly useful for reinforcing choke points in sov warfare, and "ninja mining" unpatrolled sectors full of nice moons.

Obviously, the initial designs would be of thukker Mix origin, probably stolen and modified by Amarr agents and then disseminated and modified by the other empires.

Tricky/possible broken idea: a weapon subsystem that removes the ability to fit point defense or normal cap weapons, but allows the nomad carrier to fit a DD... in anchored mode, creating a formidable defensive emplacement for cap warfare.


Wait, a Flyable Starbase, that can transform from ship to anchored POS.

So a T3 Rorqual Type Ship....... that can transform into a POS.

I like this. For it to work though, comes down to a issue of cost.

Yaay!!!!

Ya Huei
Imperial Collective
#31 - 2013-08-01 11:57:08 UTC
T3 supers..

scale it down to orca size, allow it to be anchored anywhere, fit subsystems for task at hand

Passive mining/gas harvesting, allow it to be hacked when it goes into reinforce so ppl can steal from your harvesting operations.

FULL DROP OF ALL THE THINGS when it gets destroyed CCP..
M1k3y Koontz
House of Musashi
Stay Feral
#32 - 2013-08-01 12:52:35 UTC
Kuning wrote:
Battleships would obviously be fun, but limited in use and cost.

Battlecruisers would outshine battleships and already battleships don't see as much use as I would hope

Frigates would be fun, but there would be serious balance issues with them I feel. Assuming they are setup similarly to T3 cruisers, you would see cloaky logi frigates everywhere.

T3 Capitals would just be stupid and would be like having supers in WH space. No bueno.

The only obvious choice here is T3 industrials.


Quoted because awesome.
T3 indies plz Pirate

How much herp could a herp derp derp if a herp derp could herp derp.

PopeUrban
El Expedicion
Flames of Exile
#33 - 2013-08-01 14:29:35 UTC
Ya Huei wrote:
T3 supers..

scale it down to orca size, allow it to be anchored anywhere, fit subsystems for task at hand

Passive mining/gas harvesting, allow it to be hacked when it goes into reinforce so ppl can steal from your harvesting operations.

FULL DROP OF ALL THE THINGS when it gets destroyed CCP..


I very much like the concept of Hacking being a PvP activity. I don't know about hacking when reinforced though. I mean the whole point of reinforced is so that you don't have to be online 24/7

But yeah, not supercarriers (the ship class) I suppose, but a flexible nomad platform which is a less good cap ship or pos (but able to do both) coupled with better-than-POS point defense capability due to specialized modules/subsystems, the ability to anchor anywhere, and the ability to fit either standard cap weapons, a DD, Pos Guns, or specialized racial point defense modules that are wickedly good against one attack vector while being poor at everything else.

Lets call it a "capital class Nomad Platform" or "T3 Carrier"
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#34 - 2013-08-05 07:43:08 UTC
Faction T3 cruisers please. :D

Do like the idea of reclassing current T3s as battle cruisers (heavier and slower, but otherwise similar) and make a new smaller set of actual cruisers, where they can't all fit high tier guns, 1600mm plates and 100mn afterburners.
Bei ArtJay
Side Kicks
Ministry of Inappropriate Footwork
#35 - 2013-08-05 10:13:15 UTC  |  Edited by: Bei ArtJay
and the forums just bugged out an swallowed my reply, great
Jay Joringer
13.
#36 - 2013-08-05 14:21:07 UTC
I've been advocating T3 Industrials for a while now. They will increase nanoribbon prices without breaking ship balance in PvP. I do like the idea of some sort of T3 capital or even Orca/Rorqual equivalent, but I think those will be more difficult to not make them either useless or overpowered.
Anja Suorsa
Deep Core Mining Inc.
Caldari State
#37 - 2013-08-06 14:57:45 UTC
Trinkets friend wrote:
T3 capitals.

Pimp.
For decades the great Empires have wondered how the Angel Cartel can operate with impunity from the depths of barren space. The reconfigurable Pimp class capital ships provide unparalleled flexibility, much like the exotic dancers which come standard in their cargo holds.

Offensive subsystems: Mini-blap Weapon Hardpoints - Interdiction Acceleration Overdrive - Smartbomb Enhancement Awesomesauce
Defensive Subsystems: Actual Active Tanking Node - Passive Tanking node - LolBuffer Catalyst Bay
Electronic Subsystems: Moonwalker Interdiction Nullifier - Mining Efficiency CPU - Command Processor Lolburgers
Propulsion Subsystems: Jump Fuel Efficiency Amplifier - Microjumpdrive Gank Avoider - Actual Agility Amazeballs
Engineering Subsystems: Dirty Ores Refinery Module - Triage Bay - Wasp Factory Hangar Enhancement


Make it so.
Andrea Okazon
Laurentson INC
#38 - 2013-08-06 15:34:23 UTC
PopeUrban wrote:
T3 Carrier/POS platforms "Nomad Carriers"


So much want.
Bussan
Kabukicho
#39 - 2013-08-06 19:19:38 UTC
I like the idea of t3 industrials... I think that new combat ships are not really needed, as there are no roles uncovered.
On the other side, t3 modular industrial ships could be very interesting, and just add new functionalities to the ones already present.
Including haulers, as I think it would be nice to be able to reconfigure your ship according to your needs. Specialized bigger cargos, better tank, more speed, covop cloaks...
Same for an orca size class, or freighter class... even miners or gas harvesters (or both on the same "harvester" ship, according to which modules you wanna use).

At the end, the t3 have always been used for a lot of activities because they were just better than other ships. So people used them as long as they could afford to buy them and eventually loose them.
Same could be for the new t3... you wanna spend 600m for a normal orca? nice... you wanna spend 3bil for the new t3 orca? nice again, you will pay more and get more.

Or leave the normal "ship" idea completely, and move the "t3 idea" to something else like POSes.
Something like someone said before... just maybe not even a t3 carrier, but something completely new, that can even be the base for the new modular pos system.
So you can start with a barebone system, that will be expanded bit by bit, adding functionalities, modules, and so on.
A way to give to players something to play with for the beginning, and on the long run they will replace both pos and maybe players starbases.
It would be a good choice even for the game coders, as they will be able to rewrite all the parts of code they need step by step, as they will only be used on the new "T3 POS" system.
Start small and simple, but still useful, and then scale gradually adding new options and stuff over the time.
Lloyd Roses
Artificial Memories
#40 - 2013-08-07 12:00:26 UTC
PopeUrban wrote:
T3 Carrier/POS platforms "Nomad Carriers"

[...]


Sounds awesome, they could use the naglfar as a vanilla model.