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What ship roles are left to fill in eve ?

Author
Rawls Canardly
The Scope
Gallente Federation
#61 - 2011-11-25 15:29:22 UTC
Heavy Bomber - Destroyer hull
T2 resists.
Destroyer Skill Bonus:
10% bonus to torpedo explosion velocity and flight time per level
20% bonus to torpedo missile velocity per level

Heavy Bomber Skill Bonus:
5% bonus to bomb damage per level
15% bonus to torpedo damage per level

Role Bonus:
-99.65% reduction in Siege Missile Launcher powergrid needs

8 highs, 4 of them being torp launcher mounts. the other 4 slots meant for bomb launchers/utility.
DOES NOT MOUNT COVOPS CLOAK. this makes them every vulnerable, but lethal in small packs. these are meant for countering sub-cap fleets.

more Destroyer hulls would be nice, too.
Alexa Coates
Center for Advanced Studies
Gallente Federation
#62 - 2011-11-25 17:09:12 UTC
I've always thought of a ship that is pretty much nothing more than a giant artillery cannon (race specific for each race of course: rails, arties, cruises, tachys) that has no tank, gets a ridiculous damage bonus, and relies on fleet/corpmates to point/web and to the target. The artillery cannon could do in the neighborhood of 50k a shot.

That's a Templar, an Amarr fighter used by carriers.

Gerrick Palivorn
Caldari Provisions
Caldari State
#63 - 2011-11-25 17:12:07 UTC
Alexa Coates wrote:
I've always thought of a ship that is pretty much nothing more than a giant artillery cannon (race specific for each race of course: rails, arties, cruises, tachys) that has no tank, gets a ridiculous damage bonus, and relies on fleet/corpmates to point/web and to the target. The artillery cannon could do in the neighborhood of 50k a shot.


A mini doomsday with no tank, this can only end in tears.

MMOs come and go, but Eve remains.  -Garresh-

Dune Legacy
Center for Advanced Studies
Gallente Federation
#64 - 2011-11-27 09:54:32 UTC  |  Edited by: Dune Legacy
Alexa Coates wrote:
I've always thought of a ship that is pretty much nothing more than a giant artillery cannon (race specific for each race of course: rails, arties, cruises, tachys) that has no tank, gets a ridiculous damage bonus, and relies on fleet/corpmates to point/web and to the target. The artillery cannon could do in the neighborhood of 50k a shot.


this sounds a lot like the new tier 3 gank battlecruisers , and I love my navy vexor as well just needs another 25 drone bay space and lets not mention the navy exe .

Rawls destroyer size heavy bomber isnt a bad idea I can see ccp doing something like that but its a bit too similar to the stealth bombers we have now perhaps if they fit medium size weapons instead the greater effectiveness against cruisers and frigates would balance out the loss of damage .
Destructor1792
Sebiestor Tribe
Minmatar Republic
#65 - 2011-11-27 11:42:26 UTC
Just for Giggles, how about:

Escort Ships: Primary role to escort Large, Sluggish hulls through null sec.

Anti Capital Ships: Used to "Shoo" off Capitals. New weapon which disrupts capitals, killing cap / off lining modules, ect

Mobile Jump portals: Can create an "unstable bridge" within a 3ly range. Requires silly amounts of iso's, unable to fit any offensive weapons. Random locations where people spawn when jumping through within the 3ly range!

Juggernault: Capital Destroyer. Unable to target anything that doesn't have a Capital Hull. Ability to fit 2 DD's & 4 capital class weapons. 1 low, 1 mid, 6 highs.




Yes, I'm bored Lol


Not fired a shot in anger since 2011.... Trigger finger is starting to get somewhat itchy.......

Max Von Sydow
24th Imperial Crusade
Amarr Empire
#66 - 2011-11-27 13:53:27 UTC
Alexa Coates wrote:
I've always thought of a ship that is pretty much nothing more than a giant artillery cannon (race specific for each race of course: rails, arties, cruises, tachys) that has no tank, gets a ridiculous damage bonus, and relies on fleet/corpmates to point/web and to the target. The artillery cannon could do in the neighborhood of 50k a shot.


That's more or less how I imagined the spinal gun ships I mentioned in my post. Though I would give caldari rails and gallente blasters, and all four of them would have the same range, dps, alpha etc, just with different damage types.
Bridget Helm
Science and Trade Institute
Caldari State
#67 - 2011-11-27 16:28:29 UTC
I have a suggestion for something news, but feel free to poke holes in it and rip the idea apart.

Shield Generator Escort Ship

A small, paperthin ship that has the ability to deploy a POS type shield. This shield would be larger then a normal ship shield, but not stupidly large. Once the shield has been deployed there is a delay when switched off before you can warp, so you might need a series of them to move through hostile space. The shield would have turret or missile point, pure defence.

Any ship within the shield can not be hit, but neither can it warp or target anything. This means that a fleet can form up, but not attack, or freighter can align but not easily move off. If you warp to a already active shield then you would bounce off, but if outside you can move into the shield with the password.

I think that it might just give some interesting uses and some fatal problems. It might stop an alpha strike or gank attack, but not an all out attack by a small fleet.

Takeshi Yamato
Ministry of War
Amarr Empire
#68 - 2011-11-27 16:48:52 UTC  |  Edited by: Takeshi Yamato
What ship roles are left to fill in EVE?

Mobile starbase for nomadic small corps (or more precisely, a ship that can be deployed, act as and provide the functionality of a small starbase)
Flashrain
Dragon.
Pandemic Horde
#69 - 2011-11-27 18:53:15 UTC  |  Edited by: Flashrain
Flashrain wrote:
Hauling Hal wrote:
Rather than fitting roles to ships you'd like to see, identify a role that is missing and then request a ship to fill the role.


Good point.

Tossing a few ideas out:

1. Area effect cloaking field. Think starcraft arbiter.

2. Off-grid artillery - high damage, area effect splash, long cycle, very fragile weapon that hits the biggest sig radius target on grid (Requires multiple target painters.) Chance for friendly casualties.

3. Tenders - minimally armed ships that allows quick refits, repair, and rearming of other ships.

4. Spies/stalkers/hunters/shadows/bloodhounds - attach tracking devices to damaged hostile ships during battle, follows them like blood trails.

5. Mirage generators - ability to fake the appearance/transponder/signature of ships of a similar size until they attack.

6. Kamikaze - fast, extremely easy to kill, detonates (sometimes) on contact with wide area effect.

7. Combat engineers/demolition/trappers - sets up traps, trip mines, generates realistic bait, etc Maybe specialized quickly to blow offlined structures, towers, sbus, tcu's, anchored mobile bubbles.

8. Rescue ship - collects escape pods quickly and stealthily.

9. surveillance ship - intercepts enemy fleet broadcasts and decodes them


10. Hijack/Boarding Ships - Allows to take remote control of another ship and use it like a drone. Or even wholesale force pod ejection and boarding of a target ship. It would be an alternative/power level similar to ECM as a means of removing a player from battle.

11. Power Disruptors - cuts a ship speed to 0 for a very short time, and accelerates several times the maximum speed at the end of cycle; shuts down all weapons for a cycle, and superheats the weapons for another cycle; etc.,. .
Bienator II
madmen of the skies
#70 - 2011-11-27 19:01:45 UTC
defensive support ships.

- moving forcefields
- covops support ships (cloak all ships within range, however they can't do that forever)
- supply ships (can beam items directly into your cargohold)

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Flashrain
Dragon.
Pandemic Horde
#71 - 2011-12-14 15:24:20 UTC
Dune Legacy wrote:
added the cloaking field ship as a t2 version of the tender also gerricks ideas and nova's can be combined into a series of special modules the t2 tender can fit to produce different effects .
Also added the missing lines of faction ships due to popular demand in corp chat haha , although I havent developed the cald/mimn ships .
I did in another thread develop the idea of a series of EOM ships but they recieved little positive responce so what would people like to see in an amarr/ gall ship line and in a cald / mimn line , and what factions should they represent. ?



Just to clarify - the area effect cloak ship itself can not cloak nor benefit from the effects of another cloaking field - it will always be visible.
Xtover
Cold Moon Destruction.
#72 - 2011-12-14 16:49:26 UTC  |  Edited by: Xtover
Heavy bomber, using a destroyer hull. Simple to do.

Mobile platforms. Remove POSs from wormholes and replace with these.. or even use them in K space.

They can anchor and a pilot eject and they have roughly the same req's as a POS. Roughly Titan sized. Pilot hops in, unanchors and moves it with them like a ship.

While anchored it requires fuel, has a shield, etc.



I am bored as well.
Fidelium Mortis
Minor Major Miners LLC
#73 - 2011-12-14 16:56:24 UTC
Gerrick Palivorn wrote:
I like a few ideas in here. Aside from bitter arguing this is a decent thread.

The Escort Carrier, Highsec capable smaller carrier. I agree with the more powerful drones effect rather than more drones.

My thoughts...

Tier 2 Destroyer - Specifically made for exploration sights bonuses to Probes and Tank, exrta slots for Codebreakers, salvagers, etc...

Corvette - T2 Tier II Destroyer specialized in deploying EWAR bubbles.

-Static Inderdiction Probe: Lowers the signature raduis of ships in the bubble, scan res penalty, and targeting distance while the bubble is active.

-ECM Burst Probe: works simularly to the module, gives ships in the field a boost to scan res and targeting range but emits an ECM burst str 15 omni every 20 seconds.

-Gravity Well Probe: Slows all ships in the field by 60%, usable by interdictors as well.

-Tracking Emitter: Increases the tracking speed on turrets and decreases explosion radius of missiles on all ships in the field and also increases the Signature radius.

-Sensor boosters: Increases sensor strengths and decreases tracking speed on turrets and increases explosion radius on missiles

Probes bonuses are tenative due to my limited time to verify that all avenues are covered, but the idea is that if all 4 probes are used at the same time, they all cancel each other out. I know this still needs work... but hey we are still working on it right?

Any thoughts on improvements?


Honestly, I think ewar is prevalent enough in EVE and has reached a fairly good balance. Between ewar and the bonuses from fleet boosts I think the existing mechanics are doing well in altering a fight, but not dictating its outcome (usually). Adding more options would suck a lot of the fun out of combat.

ICRS - Intergalactic Certified Rocket Surgeon

FlinchingNinja Kishunuba
Crunchy Crunchy
#74 - 2011-12-14 17:24:07 UTC
How about heavy tractor drones that can go and get wrecks/cans?

Also Frigates that can tow another ship up to faster speeds.
Max Von Sydow
24th Imperial Crusade
Amarr Empire
#75 - 2011-12-14 17:54:50 UTC
A ship with bonuses to projected ECCM, remote sensor boosters and possibly tracking links. A ship specialized in countering hostile ewar by assisting their targets.
Should be very squishy but have high sensor strength and long targeting range.
Doctor Invictus
Station Crew
#76 - 2011-12-14 22:09:00 UTC
Information Warfare E-War Variant: Able to affect read-outs of the targeted pilot, giving them faulty information on which ships are being targeted, damage being dealt and received, nearby cynos, speeds etc. Basically gives affected pilots mild (EVE-limited!) hallucinations by creating inaccurate information, and failing to show information they would normally have access to. The level of misinformation could scale upward depending on the number of ships creating the effect.

'Farms and Fields' Sovereignty Revamp: https://forums.eveonline.com/default.aspx?g=posts&t=22452&find=unread

A Computationally Cheap Line-of-Sight Mechanism: https://forums.eveonline.com/default.aspx?g=posts&m=1822688#post1822688

Khrage
#77 - 2012-01-19 23:53:56 UTC
t2 gas harvesting frigate would be nice. tired of using a ship not made for the job do it. seems like something CCP would do since they introduced the noctis, making all those salvage destroyers vanish.
Droxlyn
School of Applied Knowledge
Caldari State
#78 - 2012-01-20 00:06:29 UTC
Cheap cruiser sized jump capable ship with probing capability, but not necessarily a covert ops type ship, just not capital nor black-ops. Not a forever-and-a-day training requirements either.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#79 - 2012-01-20 00:55:14 UTC
A Tech II pod upgrade would be pretty nice, even if it is one of the most expensive things in the game.

This is my signature. There are many like it, but this one is mine.

Mars Theran
Foreign Interloper
#80 - 2012-01-20 01:55:28 UTC  |  Edited by: Mars Theran
Jack Carrigan wrote:
Dune Legacy wrote:
What roles do you see for new ships to fill in eve ? .
Here are a few of my own suggestions , are you for or against any of these or have your own idea that can be added to this list ?.
If any of these seem popular details can be filled in later.

A T2 - Battlecruiser - heavy interceptor - mwd bonus

B T2 - Cruiser - probe ship - scan probe bonus , intended to be an alternative to a t3

C T2 - Destroyer - stealth hunter - can equip a scanning mod that detects cloaked ships nearby

D T3 - Frigate - general awesomeness - whatever you want

E T2 - Frigate - stealth fighter - a weaker assault ship able to fit a cov ops cloak

F T2 - Frigate - smartbomber - smartbomb bonus - partly for the lol factor but could be effective for disrupting fleets and deadly against stealth bombers waiting for a covert cyno jump haha


A. Ever heard of a Heavy Interdictor? If another T2 BC comes out, it should be something that bridges the gap between Recon and Black Ops. Heavy Recon/Deep Space Recon as suggested class names.

B. This would be useful. I see it being built by SoE if anything.

C. CLOAKING IS NOT BROKEN! GTFO OF HERE WITH THIS ****! If not a T2 Dessie, a Tier 2 that can fit a bigger tank. Escort Destroyer. If anything involving cloaking is to be done with a Dessie, make a T2 Dessie that cloaks. Hunter Killer type ship. No detection of cloaks. That would break an already balanced mechanic.

D. That would be something to look into.

E. We already have Assault Frigs. Don't break them, they're just now fixing them.

F. Just no.

And if anything, the Black Ops should be able to fit a Covert Ops Cloaking Device to make it less gimpy.


I'm really getting bored of people whining about losing their cloaks; even when the suggested means of detection, doesn't involve breaking the cloak and takes 45 minutes to an hour.

edit: Fact is, you wouldn't be whining about it, if you were'nt in a position to lose something. Why so scared? I fly cloaks myself, and the idea of them being detectable in some meager fashion doesn't bother me a bit. What does bother me, is the idea that somebody might drop a ship in the game that instantly deactivates any cloak on grid with a cooldown to recloak, and has the ability to find them anywhere in a minute or two.

That is something that-though it might be expectationally possible-shouldn't really exist in this game. Anything used to find cloaked vessels should only give a rough indication of location, and allow you to drop on grid where you last found them. Even if you have an instant cloak break, it should take some time to pin down the grid and get there to activate it.

It should boil down to cat and mouse. Time for the cloaker to move and keep moving; so they remain invincible and unseen. It also shouldn't give the ability to scan a system, but rather, it should be extremely localized, (0.5 AU), and require a great deal of skill. There should also be a counter to it, and a counter to any attempt to break the cloak.

This gives real afk cloakers some protection, in that anyone looking is unlikely to find them easily; provided they are even remotely careful about safing up. For spies and intelligence gatherers, they should and will be active and alert if they're half smart.

This is what it's about.
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