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Player Features and Ideas Discussion

 
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Combat Engineering ships

First post
Author
FireFrenzy
Cynosural Samurai
#141 - 2014-10-13 13:19:15 UTC
i would actually skill for something like this if it looked something akin to an orca (ie sleek but hella industrial)
Sable Moran
Moran Light Industries
#142 - 2014-10-13 14:07:21 UTC
Arla Sarain wrote:
Could someone from CCP at least go like - "hey this is a cool idea".

???


Or at least "yes, we have seen this".

The idea itself gets a +1 from me. It introduces something totally new to Eve.

Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene.

PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#143 - 2014-10-13 14:28:47 UTC  |  Edited by: PotatoOverdose
Unlike the usual drivel that is suggested, this is a good idea. +1
WhyYouHeffToBeMad IsOnlyGame
#144 - 2014-10-17 19:08:54 UTC
any CCP responded yet?

I'm still looking forward to seeing a whole new ship category in EVE Pirate

Everything's a game if you make it one - Uriel Paradisi Anteovnuecci

CCP: Continously Crying Playerbase - Frostys Virpio

WhyYouHeffToBeMad IsOnlyGame
#145 - 2014-10-21 05:49:51 UTC
this silence is the CCPs' way of saying "You shall not pass!"

Everything's a game if you make it one - Uriel Paradisi Anteovnuecci

CCP: Continously Crying Playerbase - Frostys Virpio

Gaan Cathal
Angry Mustellid
#146 - 2014-10-21 10:40:37 UTC  |  Edited by: Gaan Cathal
This idea is so good it's made me actually log into the forum for the first time since it migrated.

On the front of the "what class?" discussion, I'd say Destroyer hulls make sense for the smaller vessel, which leads me to think Battlecruisers would be the logical base hull for a larger model. I do kinda get why some people have suggested the un-T2-ed Battleships for it, but it seems like an odd "upgrade" for what are supposed to be the premier line-ships.

The "anti-deployable" weapon I'd preffer to see as a "hack to unanchor" device - which would inherently only function on POS modules in the case of an offline POS, solving the "what about dreads/bombers" issue. If it is going to be a weapon, a limpet-mine approach would work much better than a launched warhead - that's what bombers are for.

As far as mines go, this would be great. But to avoid the issues that lead to the removal of mines in the past, I'd propose they were designed as follows:

-Make them drones.
-Allow them to carry several "flights".
-Set bandwith to X for a Light Mine and 5X for a Heavy Mine.
-Give a CES 5X Bandwith, and a HCES 25X Bandwith.
-When launched, deploy them in a "four corners and centre" spread if in a group, or just singly if not.
-Make resists/hp such that one can survive four, but not five, detonations by mines of the same size and energy type.
-̶G̶i̶v̶e̶ ̶t̶h̶e̶m̶ ̶a̶ ̶b̶o̶m̶b̶-̶s̶t̶y̶l̶e̶ ̶A̶O̶E̶,̶ ̶b̶u̶t̶ ̶v̶e̶r̶y̶ ̶s̶m̶a̶l̶l̶ ̶(̶1̶k̶m̶?̶)̶
-Replace the obviously useless "engage, assist, etc" drone controls with state controls - "Unarmed. Armed FOF. Armed Dumb."
-Unarmed mines would not explode or appear on overviews, brackets, dscan, etc.
-Armed mines would "fire" when an acceptable target comes into range of the mine (not cluster), moving towards them at a very high velocity and acceleration, detonating when within say 250/500m.
-"Armed FOF" would attack anything that constitutes a legal target (irrespective of system security), exclusive of members of the pilot's fleet.
-"Armed Dumb" would attack anything.

Either tag them only useable by CES and HCES or give them big, big bonuses to damage (and resists), explosion velocity etc to allow for nerfing their use by other ships dramatically.

Oh, and make Bombs detonate on destruction? Allows use of mines as a bomb-screen and use of bombs as mine-clearance.

Edit:
Possibly use a cap-requiring highslot module to enable the "share yurt" functionality? Deploy yurt, lock yurt, activate yurt-beam. Requires cap usage and remaining within arbitrary range of the yurt.



TL:DR - Bump
WhyYouHeffToBeMad IsOnlyGame
#147 - 2014-10-21 12:43:36 UTC
I can't really see how any current non-support combat ship would become a combat engineer. but I'm sure that because SPACE and SCIENCE something can be figured out as sort of a way to turn a dessy which has a large cargohold for a small combat ship into a combat engineer.

Everything's a game if you make it one - Uriel Paradisi Anteovnuecci

CCP: Continously Crying Playerbase - Frostys Virpio

Humang
Sudden Buggery
Sending Thots And Players
#148 - 2014-10-21 15:04:01 UTC
Anything that lets me "unanchor" dead sticks in WH space for profit or lols has my support.

General ideas that I liked in my skimming over the pages:

    Offensive Function
  • Destroyer sized hull with the same EHP levels as current dessies/dictors
  • Launches a stationary charge of some kind (must be within 2500k of a ship or anchored structure)
  • Requires a timer to launch (activating ship must be stationary) + timer to activate/detonate
  • Charge can be destroyed during this period, by focused fire or the detonations of other charges; this inures no damage (like bombs)
  • Small explosion radius, causes structure damage (amount is debatable)

  • Logistical Function
  • Bonus to the Anchor/Unanchor/Activation timers on structures
  • Bonus is scaled based on the number of deployabes already deployed (Think the new jump fatigue mechanic)
  • Not a large, but decent cargo bay for deployable structures
  • Maybe allow for a Warfare Link that benefits logi in some way? (might be a good way to ease into logi mechanic nerfs)


To the possible issue of what the offensive functionality has in relevance to caps:
If they are on the field and one of theses ships has time to motor over, sit stationary for a time and survive, then the said capital did not have the proper fleet support it required, and likewise for structures, there was no-one around to defend it.

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

Ben Ishikela
#149 - 2014-10-21 17:48:34 UTC  |  Edited by: Ben Ishikela
First up, i did not read the 8 Pages.
I very much like this idea.

I would like to see this frigate in the ORE faction on the MiningFrigate Skill. The Venture is kind of lonely. (and who trains this skill to 5 besides the WH-Gas-Huffers?). Of course the skill needs to be renamed to "Industrial Frigates" and the T2-Skill will be "engineering frigates".
Make a T1 and T2 variant of it! That way, new players can emphasize that gameplay early on and can spezialise later.

5 months old thread. who cares? there is still hope.
@CCP: I do not need a new blackbird/moa/pirate model. Do this engineering Frigate thingy first! (it adds gameplay hugely)

@DemolitionCharges: Very good idea in general, but id like to share my ideas about it.
So this should be a deployable structure to fit into the role of the "combat engineer". A deployable does not move. Very Important is a cooldown, so it is not spammed and causes server-load. For example it would take 5minutes to anchor/online and then it explodes immediately.
Lets use these damageModels for easier implementation:
So there is this mechanic called "smartbombs". They do damage all around them. Signature independent. (there will be enough time for small ships to go out of the radius of imfluence.
There are (stealthbomber's)"bombs" already in the game and they have a nice feature: they do damage to each other and more interesting: they have resistance to their type of damage. so you can only deploy a limited number of bombs on one target at one time or the others will be destroyed uselessly. That would be Fun on deployable Bombs! ofc, the damage would have to be way higher then these of smartbombs/StealthBombs.

+Feature: EngineeringShips could be T3 with a subsystem that gives them 100% resistance for one damage type but 0% on all others.

+Feature: Make the T2 variant able to fit a "remote cloaking device". its cloaks the target. It can only be used on Deployables. It drains Cap proportional to TargetSize. There will be grafix in space, so decloaking is easier.

+Feature: Make only these ships have the option to deploy mobile depots or MTUs for corp/alliance also.

EDIT: +1 for destroyer Hulls. xD

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

WhyYouHeffToBeMad IsOnlyGame
#150 - 2014-10-23 12:06:57 UTC
ORE don't do combat ships, silly Blink

Everything's a game if you make it one - Uriel Paradisi Anteovnuecci

CCP: Continously Crying Playerbase - Frostys Virpio

Auduin Samson
Sebiestor Tribe
Minmatar Republic
#151 - 2014-10-26 07:13:45 UTC
While I like the idea of T1 and T2 engineering ships, I feel like these would be better served as being purely T2 ships. T1 ships are often generalized, while T2 ships are specialized (IE Interceptors, marauders, and blockade runners have very specific functions). Any ship can deploy and attack structures, but these would be dedicated to that task and would do it better than other options.
Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#152 - 2014-10-26 09:51:46 UTC
+1

and I would even let them shoot capitals (from very short range), since any support fleet would murder then quickly anyway
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#153 - 2014-10-26 10:07:08 UTC
Hmmm, these could be an excellent variant of tech 3 destroyers except the inflight reconfigs would have it switch between engineering functions that are highly speciaized much like the Hobart's Funnies in the D-Day landings.

1 mode for structure management, another mode for POS bashing (even modelled as huge dmg bonus on lasers with massive range/tracking penalty), another mode for any other engineering support services people think of.
WhyYouHeffToBeMad IsOnlyGame
#154 - 2014-10-26 15:11:16 UTC
T3? NOPE. just T2 Blink

Everything's a game if you make it one - Uriel Paradisi Anteovnuecci

CCP: Continously Crying Playerbase - Frostys Virpio

Auduin Samson
Sebiestor Tribe
Minmatar Republic
#155 - 2014-10-27 09:26:13 UTC
Yeah, I'd have to agree. The last thing we need is the proliferation of T3 ships. T2 could do everything we need without making balancing impossible.
Auduin Samson
Sebiestor Tribe
Minmatar Republic
#156 - 2014-10-28 06:26:34 UTC
Gaan, I really like the idea you had for deploying mines. The only suggestion I'd make is to only allow them in nullsec, much like bombs. Hisec minefields would be a hillarious disaster.

Also, I will +1 anything called "yurt-beam."
WhyYouHeffToBeMad IsOnlyGame
#157 - 2014-10-28 07:17:07 UTC
Auduin Samson wrote:
Gaan, I really like the idea you had for deploying mines. The only suggestion I'd make is to only allow them in nullsec, much like bombs. Hisec minefields would be a hillarious disaster.

Also, I will +1 anything called "yurt-beam."

YURRRRRRRT BEEEEEEEEEAM

what's a yurt beam?

Everything's a game if you make it one - Uriel Paradisi Anteovnuecci

CCP: Continously Crying Playerbase - Frostys Virpio

Gaan Cathal
Angry Mustellid
#158 - 2014-10-28 07:32:39 UTC
Auduin Samson wrote:
Gaan, I really like the idea you had for deploying mines. The only suggestion I'd make is to only allow them in nullsec, much like bombs. Hisec minefields would be a hillarious disaster.

Also, I will +1 anything called "yurt-beam."


I would say disallow "dumb targeting" in Highsec, same as AOEs and DDs are disallowed. I've removed the idea of the teeny AOE because it's fairly pointless and would only cause Lowsec issues when people kite them into gates. Just make them work like missiles in the Explosion Velocity/Explosion Radius sense. Just need to set it to give them decent damage application. They'd be no more of a lag issue in Highsec than drones are since they are, basically, drones. The most abuse they could be is slapping them on Jita Undock and waiting for a wartarget to undock, but that's easily solved by giving them a short 'lock time'.

WhyYouHeffToBeMad IsOnlyGame wrote:

YURRRRRRRT BEEEEEEEEEAM

what's a yurt beam?


It's a beam for your yurt.

More seriously, a cap-draining highslot module that allows your fleet access to an owned yurt that you're targeting in line with the 'buffed anchorables' aspect. I'd rather it not be needed personally because I despise the underlying mechanic of the yurt, but while carriers can refit off eachother the yurt is a "lesser of two evils" kind of good. Ergo yurt beam.
Auduin Samson
Sebiestor Tribe
Minmatar Republic
#159 - 2014-10-28 12:47:22 UTC
Any sort of AOE explosion in hisec is a massive liability though (Smartbombs are just allowed, they just almost always end with the summoning of your friendly neighborhood CONCORD enforcer). With a ship, you have the ability to position yourself so that your smartbomb will have the least chance of hitting something it shouldn't, but mines introduce a wild card. Losing mines would mean that there is something floating around out there that could detonate at any moment, boop a neutral, and suddenly CONCORD rains down on you in your shiny battleship that you hopped into after you forgot that there were still lose mines floating around.

This could be solved by making them drones if they deactivate when out of control range, but that's still a big liability. A simple solution to taking out a mine layer would be bringing a neutral friend and/or alt in a noobship with you into the minefield. They get hit in the blast and the minelayer gets concordokken'd. More mine-functioning mines (Deploy, arm, leave, profit) would be a fun toy but would need to be in nullsec to not have massive-if-not-funny consequences. If mines could be treated as a deployable, they would be a great counterpart to combat engineering vessels that could lay many of them rapidly as an area denial weapon.
WhyYouHeffToBeMad IsOnlyGame
#160 - 2014-10-28 13:16:55 UTC
I still have no idea what a yurt is...

oh well...

TO GOOGLEFINITY AND BEYOND! Big smile

Everything's a game if you make it one - Uriel Paradisi Anteovnuecci

CCP: Continously Crying Playerbase - Frostys Virpio