These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

What ship roles are left to fill in eve ?

Author
Mars Theran
Foreign Interloper
#81 - 2012-01-20 02:41:45 UTC  |  Edited by: Mars Theran
In response to the OP, there are a lot of potential roles available for new ships in EVE. The unfortunate part, is that current selection has to be balanced to make them more suitable to a specific role; and this requires making it so any attempt to change that role, is going to require wasting fittings and gimping it for serving that role.

The higher up the chain you go with any ship class in EVE; the harder it should be for them to do anything but fit a distinctive role. Maybe this requires penalizing certain fittings when applied to ships to bring about real balance; done by creating a list of inappropriate fittings for a specific ship, and applying a broad spectrum penalty to the use of those fittings. It might help a lot; but I'd like to see it be easier than that.

First and foremost, all ships need to be brought up imo. The reason for this, is because earlier access ships suffer greatly for their inability, and couldn't possibly be nerfed any more than they already are, without being permanently retired to the scrapyard by the vast majority of the playerbase. Many are already useless; how do you make them more useless, to justify nerfing something that is supposed to be mor powerful, down to their level. It's absurd.

Also, cheap ships are cheap, and fittings of almost any kind are not. Many not so good meta items cost more than 10 times as much as good Tech 2 items which are meta 5. That boils down to skill availability, rather than to effectiveness as it should. Much of the reason for this, is that these items are not manufactured by the playerbase. That's the first problem.

I'm almost of the opinion at this moment, (maybe even fully for the moment), that any Meta 5 and over module or ship, should require the ability to use Tech 2 Meta 5.

So we have rediculously cost effective hulls, and Fittings which-even at a T1 level-add up to more than the value of that hull. Unless you fit the underpowered T1; why would you fly it. Most don't, and move up the ladder; with exception to somewhat exceptional T1 Hulls.

To provide for ships fitting their roles well, we have to reconsider the base design, (please try to remember, this is only my opinion); and adjust it to fit the role we imagine for it, and consider it best suited for as befits the intent of the manufacturer.

First step:

Frigates should be fast and agile. They are? Well, actually, they only seem to be; they should be faster. Why?

They need to have the ability to control range and quickly move through a fleet. All hulls should have the ability to fill their role without a propulsion mod; and do it much better with one, as befits their nature.

For us, Frigates are fighters. Fast and agile, and capable of approaching the enemy swiftly; engaging their frontline forces without hesitation, while easily avoiding the ones behind.

Destroyer are small of course, and much like frigates in some regard, but should be slower, while retaining only marginally less agility. These are the troops which wade in after the Frigates, and lay waste to the remaining opposition, or tackle their heavier hitters like themselves to protect the retreat of those fighters.

Cruisers are and advancement on both these classes; moving up the foodchain, and providing heavier hitting, more sustainable DPS. They should be able to move in quickly to engage not only the frontline Frigates and Destroyers, but the ones behind.

BattleCruisers follow, providing leadership and directing the fight at this level; slow, and more ponderous than the Curisers, but capable of sustaining much more DPS, and dealing out death and destruction to any who get close enough. These are the death dealers; capable of engaging even battleships when needed.

Battleships are of course, the final warriors in this dance of death and destruction; bringing up the rear, they can project force across even the frontlines, and strike into the heart of the enemies ranks. Bringing down Battle Cruisers and other Battleships like themselves; and falling in turn, as the tide of war turns down.

Others may be intended for the sole purpose of hunting enemies within their ranks; warriors who get through their front ranks and rush into their midst. These will be the ones that crush smaller ships more easily than their brethren, but at much closer ranges; unable to strike out into the heart of battle, they find themselves hunting only for tasty morsels brave enough and unwary.

Tech 2 variants are of course, intended to fill more specialized roles and positions; maybe not always in the front lines of major battles, but often in the precursors or aftermaths. Sometimes solo, or running in small gangs; they can perform special operations, logistics, or provide a much needed flanking maneuver to turn the tide of a larger battle.

/end diatribe.

tl;dr: There is no tl;dr.

edit: Battle ships need the biggest buff. Currently they are barely adequate in their role, and that is just the T1s. Their should also maybe be more ships in this class; but I'll leave that for another time. Point is, if the rest are brought up to make them more practical and better suited to fill their individual roles; Battleships will be easily outclassed by more than just Battle Cruisers.
zubzubzubzubzubzubzubzub
Nikk Narrel
Moonlit Bonsai
#82 - 2012-01-20 03:09:10 UTC
Thread name: Seawolf in space

New Cap ship proposed: Size of a cruiser, but has all cap disadvantages:
A lot of skill points needed
Slow speed
Turns slowly when aligning (it won't warp quickly)
Very expensive
Requires a cyno to change systems, (covert or regular).

Advantages:
Has a special cloak instead of a shield, cannot be decloaked by proximity as regular CovOps types. As long as shield is above 5% the vessel is cloaked.
Has a high damage weapon. (Unspecified, but maybe something like multiple bomb launchers, 3 or 4)
Fires weapon while cloaked.

Counter: A destroyer type was suggested, using a new probe type similar to interdiction probes, but would instead strip the cloaking shields from anything within 15 KM. This effect provisionally would also pop any regular cloaks, but this may be cancelled by balance issues, or just tweaked to not make gate camps free death traps to CovOps.

If anyone has ever played the simulations for submarine warfare, most commonly from world war 2, you are familiar with this class of naval vessel.

Not a big ship, like a battle ship, but very dangerous, and focusing on strategies not found currently in EVE.

In naval warfare, these subs would try to sneak up on an enemy. They would observe the ship's progress, and then shoot torpedoes at the ship. The weapon has no eve equivalent, since nothing a cruiser sized vessel can fire will destroy a battleship in a single volley.

If the target survived, the sub did not make their life easier by sticking around on the surface, they stayed hidden and tried to finish the job.

Now, why am I referring to this?

I am suggesting a new type of capital ship. Smaller, (cruiser sized), and more likely to be undetectable as it never decloaks.



*********
Detail, if explanation needed: This really is not a traditional cloak. It put's the ship out of phase with other objects, making the familiar 2,000 meter decloaking effect meaningless to it.
This is why damage is exclusive to the shield cloak initially, as it is the only thing the rest of the universe can interact with.

(Yes, it can fire outwards, but only projectiles / missiles since they need to pass through the shield to reenter the universe with their targets. Beam weapons and hybrids do not have the needed time to reenter realspace before hitting a viable target)
Mars Theran
Foreign Interloper
#83 - 2012-01-20 04:16:34 UTC
Nikk Narrel wrote:
Thread name: Seawolf in space

New Cap ship proposed: Size of a cruiser, but has all cap disadvantages:
A lot of skill points needed
Slow speed
Turns slowly when aligning (it won't warp quickly)
Very expensive
Requires a cyno to change systems, (covert or regular).

Advantages:
Has a special cloak instead of a shield, cannot be decloaked by proximity as regular CovOps types. As long as shield is above 5% the vessel is cloaked.
Has a high damage weapon. (Unspecified, but maybe something like multiple bomb launchers, 3 or 4)
Fires weapon while cloaked.

Counter: A destroyer type was suggested, using a new probe type similar to interdiction probes, but would instead strip the cloaking shields from anything within 15 KM. This effect provisionally would also pop any regular cloaks, but this may be cancelled by balance issues, or just tweaked to not make gate camps free death traps to CovOps.

If anyone has ever played the simulations for submarine warfare, most commonly from world war 2, you are familiar with this class of naval vessel.

Not a big ship, like a battle ship, but very dangerous, and focusing on strategies not found currently in EVE.

In naval warfare, these subs would try to sneak up on an enemy. They would observe the ship's progress, and then shoot torpedoes at the ship. The weapon has no eve equivalent, since nothing a cruiser sized vessel can fire will destroy a battleship in a single volley.

If the target survived, the sub did not make their life easier by sticking around on the surface, they stayed hidden and tried to finish the job.

Now, why am I referring to this?

I am suggesting a new type of capital ship. Smaller, (cruiser sized), and more likely to be undetectable as it never decloaks.



*********
Detail, if explanation needed: This really is not a traditional cloak. It put's the ship out of phase with other objects, making the familiar 2,000 meter decloaking effect meaningless to it.
This is why damage is exclusive to the shield cloak initially, as it is the only thing the rest of the universe can interact with.

(Yes, it can fire outwards, but only projectiles / missiles since they need to pass through the shield to reenter the universe with their targets. Beam weapons and hybrids do not have the needed time to reenter realspace before hitting a viable target)


I think this idea needs a lot of rethinking. I'd argue it at this time, but don't really feel like it; that doesn't mean I don't think some semblance of it has value.
zubzubzubzubzubzubzubzub
Veneth
Twilight Paradox
#84 - 2012-01-20 06:39:20 UTC  |  Edited by: Veneth
watch strap wrote:
Light carrier - i know its been mentioned alot but iv never seen a decent argument against it.

Battleship sized hull, large drone bay, bonus's to drone dmg and range, no turret/missile mounts, able to deploy 10-15 heavy drones at a time etc etc


Pretty much all I've wanted for years now, the lack of a dedicated drone ship that yes a bear can use has always made me sad. I figure up to 10 drones (at 1 per level) with the necessary damage bonus to reach 800+ dps is about perfect.

I've never understood the constant "bears don't need a capital ship!" uhm.. not asking for triage and RR and fighters. Just an actual DRONE boat (not a Domi using rails because it's drone DPS can't break 450 or so) that can compete with all the gunboats in eve that can already push 1k DPS easily

edit: I'd rather see 10 drones than 5 not only because it falls in line more with gunboats having 7-8 cannons, but would make me happier to see more drones on the field and it also adds a certain extra isk issue if you have to ditch you drones
Aestivalis Saidrian
Revenent Defence Corperation
Ishuk-Raata Enforcement Directive
#85 - 2012-02-06 04:28:23 UTC
Light Carrier:
Can fly a wing of Fighters, while being able to fit a battery of Medium Guns. They'd be based off of the current Blackops hull. Require Command Ships and a relevant warfare link

Line Battleship:
Think a Rokh, Maelstorm, etc. as a dedicated fleet combatant. They're meaty, they're slow as hell, and they bring a LOT of firepower to the table. Require HAC IV as their "Entry skill." They mount six Big Guns.
Nicolo da'Vicenza
Viziam
Amarr Empire
#86 - 2012-02-06 06:10:20 UTC
ECCM support ship