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

Author
Trinkets friend
Sudden Buggery
Sending Thots And Players
#41 - 2013-08-08 04:54:57 UTC
Not really in favour of a several billion ISK ship that stays in space when I log out. People handle being trapped in their titans and supers (effectively) because when they log, their ship disappears from space. Hopping in a Nomad capital-***-POS would mean you would then be able to be sieged while logged out and blown up while logged out (for days potentially), and log back in to nothing...at least now if i log in my capitals I stay logged and they stay "safe".

Though, would make an epic log-on trap.
Phoenix Jones
Small-Arms Fire
#42 - 2013-08-08 11:43:05 UTC
Trinkets friend wrote:
Not really in favour of a several billion ISK ship that stays in space when I log out. People handle being trapped in their titans and supers (effectively) because when they log, their ship disappears from space. Hopping in a Nomad capital-***-POS would mean you would then be able to be sieged while logged out and blown up while logged out (for days potentially), and log back in to nothing...at least now if i log in my capitals I stay logged and they stay "safe".

Though, would make an epic log-on trap.


Thats the main trick to a ship like that. The cost could possibly be "extreme", but could serve as a insystem base. The nomad would need sometype of reinforcement timers. I don't know if ccp figured out how to deal with a permanent insystem always online base (they did with the POS), just logging out does not turn it off (or make it vanish).

Complicated. Cool but complicated.

Yaay!!!!

PopeUrban
El Expedicion
Flames of Exile
#43 - 2013-08-09 19:15:13 UTC  |  Edited by: PopeUrban
Phoenix Jones wrote:
Trinkets friend wrote:
Not really in favour of a several billion ISK ship that stays in space when I log out. People handle being trapped in their titans and supers (effectively) because when they log, their ship disappears from space. Hopping in a Nomad capital-***-POS would mean you would then be able to be sieged while logged out and blown up while logged out (for days potentially), and log back in to nothing...at least now if i log in my capitals I stay logged and they stay "safe".

Though, would make an epic log-on trap.


Thats the main trick to a ship like that. The cost could possibly be "extreme", but could serve as a insystem base. The nomad would need sometype of reinforcement timers. I don't know if ccp figured out how to deal with a permanent insystem always online base (they did with the POS), just logging out does not turn it off (or make it vanish).

Complicated. Cool but complicated.


Been spitballing around ideas for a more formal/balanced proposal here, but one of the things that we looked at for this platform was the ability to lockdown to pos mode, and then eject.

Effectively, this means that a nomad pilot could:


  • Pilot the nomad to mission position
  • Activate Structure lockdown mode
  • Eject, leaving the structure shield intact
  • Dock with the nomad
  • Get in another ship
  • Go do whatever


Given subsystems, we're talking about something that could, if fitted for it, haul your exhumer, refine your ore, and haul a decent amount of minerals, at the cost of not being as great at being an actual ship, having very little room to do much else, needing ti be deployed near a hub so you can haul the minerals OUT, etc. The idea here is that it's a flexible platform that can be set up for variant scales of small to large fleet operations, industrial operations, or point defense operations, but that it scales the logistical complexity of those operations up so they're balanced (stront and fuel costs, jump plans, contingencies for attack, resupplying the platform, etc.)

The idea here is that nomad pilots aren't so much "stuck in ship" in the manner of titan pilots, as they're driving the equivalent of a mobile pos. A nomad pilot isn't a role as much as it is an extension of another existing role. You give up the ability to actively pilot caps or rorqs or orcas or other large ships, but what you're gaining in stead is a much MUCH more flexible platform which could feasibly allow you to run operations for much longer periods, and more importantly empowers content creation by pulling some of the precepts of pos warfare away from static locations and in to the realm of something that more people can have a chance to interact with.

We're looking at roles for these like "What if you could anchor a mobile mini-market hub, and get out of market fees with it?" "What if you could mount a DD on it in stead of normal pos guns" "What if it could mount normal weapon systems while deployed?" 'What if you could force a wormhole to stay open with stront?" and a host of other things aimed at making the nomad platform a fulcrum for player based content creation across as broad a spectrum of EVE space as possible. not just wormhole space, but low, null, and hi too. its important to consider every crazy angle and then follow that angle with 'if that were released TODAY, how would it change EVE?'

I think it's important that anything added to the game fills a purpose not previously filled, and I feel if it's a T3 style system it should be as modular and customizable as possible. I feel like this is in line with CCPs stance on adding ships, and I think if players are going to bother to propose ideas they should jibe with that stance.

That said, the INTENT of nomad platforms is that they're really only undeployed when actively piloted, and that logging out should default to a deployed state. Ghost-holding a normal pos isn't a big deal, there are very limited positions where they can be deployed, and its a simple thing to block that deployment. because the intent of the nomad is that it can deploy virtually anywhere (but advertises its presence when it does so) it becomes extremely problematic to remove an infestation of them if they're allowed to log out like normal ships, effectively making one of the main roles for the ship (point defense) pointless.

It SHOULD be riskier to own because, quite simply, its utility should match that risk well enough to MAKE it desirable.

I envision an EVE where nomad fleets deploy in an entire system of belts, mining alongside their miners, and aggressive forces choke all warpouts with point defense platforms and light cyno jammers, creating a microcosm of null bloc warfare in a single system. I envision roving wormhole based chop shops and booster dealers. I envision a version of EVE which allows play to become untethered from static structures for those brave or foolish enough to undertake that task. I envision a new type of fleet, a new type of alliance, a new type of vessel that shakes up the status quo, that enlivens lowsec play, shakes up null blocs, and creates objective opportunity in hisec warfare.

I don't want just another ship. I want another way to roam, mine, produce, defend, and attack. I want something that's unbiquitous across all types of play, something that's a useful tool for a large alliance, and a beloved prized possession for a small one.
Kalel Nimrott
Caldari Provisions
#44 - 2013-08-09 23:16:08 UTC
Pope, I would love it to be a pos without force field. But with stront timer.

Bob Artis, you will be missed.

O7

TurboX3
Pulling The Plug
PURPLE HELMETED WARRIORS
#45 - 2013-08-20 13:14:38 UTC
I want to see a back-to-the-future T3, so I can do a Marty Mcfly and save my ass from being ganked time & time again.... jk

Maybe a Pirate - Hybid T3 so I can look badass...
Kalel Nimrott
Caldari Provisions
#46 - 2013-08-20 13:59:14 UTC
Scalable T3. From orca to cap. Even supercap if you want to for nullsec. Did I posted this already?

Bob Artis, you will be missed.

O7

Kynric
Sky Fighters
Rote Kapelle
#47 - 2013-08-20 14:33:21 UTC  |  Edited by: Kynric
Why not T3 drones, rigs or modules? It would be nice if the market demanded more of the sleeper bits. Our next t3 need not be a ship. Something consumable like drones might be best for a sustainable market.
Keldor Eternia
Imperial Academy
Amarr Empire
#48 - 2013-08-29 22:34:55 UTC
Shuttles obviously. Modular just to allow rich customization of appearance and nothing more.
Janeway84
Insane's Asylum
#49 - 2013-08-30 08:42:26 UTC  |  Edited by: Janeway84
T3 indy is what i heard on forums being mentioned, would be cool to see a new indy ship more suitable for the harsh enviroment of wh space :)

But I would love it if they added t3 battleships even though they wouldnt be very much used in all classes of wh's i think they would still add some flavour.
If they add t3 bs imo they should reduce the mass on them so they are 1/3 as light as the regular battleships.
Would be kick ass if you could get a t3 bs with a hic bubble or web bonus or scram range bonus and stuff Big smile

t3 capital that would work as a mobile pos for the nomadic players would also be a cool addition and prob be used in all kinds of space :)
for refitting and storing loot or for unloading your ore's in hisec systems where no stations are located or for nullsec fleets to have as a mini staging station. Might have subsystems to add cyno or jump bridge or other capital ship special bonuses.
im kind of imagining it as a mix between a orca and a titan.. but on smaller scale.
Mister Tuggles
Heretic Army
Sedition.
#50 - 2013-09-01 22:37:06 UTC
T3 battleship. That is all.





T3 aside I would like to see a "Command Battleship" class come out.
PopeUrban
El Expedicion
Flames of Exile
#51 - 2013-09-02 16:23:20 UTC
Kynric wrote:
Why not T3 drones, rigs or modules? It would be nice if the market demanded more of the sleeper bits. Our next t3 need not be a ship. Something consumable like drones might be best for a sustainable market.


T3 drones is a neat idea. Like, a drone with somewhat customizable tracking, DPS, or even hybrid functionality. Fits lore nice too, considering sleepers are thematically just big ass drones
SpoonRECKLESS
Beach Boys
The Minions.
#52 - 2013-09-02 19:09:39 UTC
Why not get more ships like pirate Battlecruisers Gur Ferox like the gila but with 5 launchers now. Cyclone angel maybe. Mrym serp, and so on.

Blue

Random Woman
Very Professional Corporation
#53 - 2013-09-02 20:19:39 UTC
Mining Frigates.
Jane Schereau
#54 - 2013-09-02 23:11:18 UTC
T3 frig sounds good, but the 3 subsystem limit some of you fellas are mentioning doesn't make much sense. After all, a ship needs electronics and engineering too.

What I suggest (for frigates) is different (and possibly less, 3) subsystem choices than SCs.

What I would really like to see is a T3 industrial command ship. A merge between Orca and Rorqual that is viable and useful in a WH.
Robert Morningstar
Morningstar Excavations LTD
Business Alliance of Manufacturers and Miners
#55 - 2013-10-02 20:47:19 UTC
Actually a t3 industrial ship (hauler that had a configurable hold at say the (100-125k range) ie a hull sub that would make the hold be able to handle either ore or mineral or ice/ice products or pi stuff or ammo.
Zara Arran
Overload This
#56 - 2013-10-03 08:50:11 UTC
I would love a T3 logi.. But I am biased, I love flying logi. So would be nice to have some variety in repping. For instance, having the choice between repping a lot but with a long cool down, or repping over a time period, repping all ships close to the logi at once(area of effect), or making the distance between the logi and the ship you are repping matter.. you get the idea. This could of course also be done with new modules, not perse a T3 logi ship.

Anyways, although I would love more dynamic rep possibilities, as Corbexx said before I don't think CCP will make a new T3 without a good reason. But always nice to daydream ;)
Janeway84
Insane's Asylum
#57 - 2013-10-03 09:02:26 UTC
T3 battleships but t3 industrials could be cool to see too.
Would be cool to see how ccp would design them and such, feels like the art team at ccp is cranking our more and more beatiful game art as time progresses. Shocked
Anyanka Funk
Doomheim
#58 - 2013-10-05 12:30:13 UTC
Why has no one suggested t3 modules? T3 mods of all sizes would certainly change a lot of fights. Even if they make t3 mods exclusive to t3 ships, with upcoming t3 rebalance maybe it would be a way to keep t3's viable wormhole ships after rebalance.
Kalel Nimrott
Caldari Provisions
#59 - 2013-10-05 17:58:12 UTC
I like your idea, but how would that work?

Bob Artis, you will be missed.

O7

Anyanka Funk
Doomheim
#60 - 2013-10-05 20:23:01 UTC
Kalel Nimrott wrote:
I like your idea, but how would that work?


Make t3 mods require t3 mod skills. Give the bonuses that are nerfed from t3 ships back to t3 mods. T3 mod production requirements should make them as expensive as faction mods. Just an idea.