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Tech 3 battleships

First post
Author
James Baboli
Warp to Pharmacy
#1 - 2014-06-25 06:36:19 UTC  |  Edited by: James Baboli
Its been brought up tangentally, but I have yet to see an actual thread proposing them. So here it is.

I propose the introduction of tech 3 battleships. Seriously.


Modular Battleship concept
Working name: Flagship

I'm working on a set of subsystems and build costs that would put the material cost for the hull in the 1.5B range, along with BPC and subsystem prices. Current progress is here If you want t contribute, preferred format for fully designed subsystems is here

I would like help with ideas for subsystems, keeping in mind actually balancing them to fly.

So as a set of guidelines for things to stay somewhat reasonable:


  • Not more than 22 slots, 19-20 if running a large or heavily bonused drone bay. A current NM has a 150% native damage bonus, and 21 slots, meaning this should not be entirely out of line with other "top tier" battleship hulls i.e. pirate and t2
  • Not more than 12 effective weapons. 1 sentry/heavy = 1 turret = 1 launcher for this guideline.
  • Full t2 resists should be the TOP end of resist tank native to the hull, rather than the bottom as it is with t3s.
  • No jump bridges or cov-ops cloaks.
  • Slots of a given type beyond 8 are wasted.



Suggested slot allocation per subsystem type:

  • Propulsion 2
  • Offensive 7
  • Defensive 5
  • Electronic 3
  • Engineering 4


Now, for the unfun parts:

  • Require advanced subsystem skills which further require [race] [type] subsystem 5, and are 3x-4x skills and lost like current subsystem skills.
  • Due to the greater strain of flying the still more complex systems involved in a t3 ship of this size, 2 random levels of skills are lost, potentially from the same skill.
  • Some mechanism to make them less than totally broken with logi support will be necessary.




Transforming Battleship
Working name: Vera-Tech

Current proposal has the modes as "Tank", "Offensive" and "Mobility" as the modes so far proposed

Rough overview of modes:

Tank mode trades damage bonuses for higher resists and increased buffer, helping with survivability

Offensive mode:Two proposals have been made so far.
One, via this thread for a "anti-capital" role, which would trade most to all of the ships mobility for increased damage, or the ability to fit capital scale weapons.
Two, via PM, a smaller damage bonus, with increased range and tracking, for a better battleship to kill pesky HACs and t3s.

Mobility: Trades damage bonuses and tank bonus for improved speed, faster align times and possibly a better warp speed, in the 2.2-2.4 range before implants and fittings.




Dedicated Anti-capital Battleplatform
Working name: Crater maker

A stand alone concept, without the variability of the other two, to allow a battleship to fit capital guns. This concept, while it has gotten some support, seems like it would be better served as a t2 concept.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#2 - 2014-06-25 06:55:25 UTC
You're not the first.

Basically it comes down to this: average Gal cruiser; 30k tank 600dps, average proteus; 300k tank, 900 dps. Average Gal BS: 110k tank, 1200 dps. Figure out what happens there.
James Baboli
Warp to Pharmacy
#3 - 2014-06-25 07:09:06 UTC
HiddenPorpoise wrote:
You're not the first.

Basically it comes down to this: average Gal cruiser; 30k tank 600dps, average proteus; 300k tank, 900 dps. Average Gal BS: 110k tank, 1200 dps. Figure out what happens there.

Thus the focus on trying to balance them, w/ resist tank subs ending at full t2 resists and 2-3M sp on the line at high skills.

Other issues with this:
Proteus has a much more dramatic slot profile than most gal cruisers, while the gal BS already has 8 lows, meaning attempts to stack subs for tank and raw DPS top out at the same number of slots.
Proteus average is blinged out, while the others are sounding like t2 fits. More fair to compare blingy t2 and/or faction cruisers to proteus for power curves.
Proteus is top of the heap by a large margin in PVP and posting impressive numbers.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Brutus Le'montac
#4 - 2014-06-25 07:12:30 UTC
Gallante Drone Decoder, offensive system: gives +2 Max drone control, + 20m3 drone bay and +50 drone bandwith, but takes 2 high slot gun point as trade off, this enables 3 gecko's basicly. or 7 medium drones max

gallante warp bubbel stabilizer, propulsion system makes your mwd immune to warp scrams, but limits the speed to 75% of max speed.

Gallante augmented repair transponder defensive system, increases local repair and incoming remote armor repair with 5% per level, however slotting this decreases your armor damage ressistance with 10% on all 4 damage types, after stacking penalty.

gallante Backup battery engineering system, grants +5% recharge per level on capacitor, deflects 10% of incoming neuts/vamps, however using a vamp/neut yourself is 10% less effective.

gallante boosted targeting sensor, electronic system, grants -5% locking time per level, but limits your active locks to 4 max.

thats what i can come up with for gallante, when at work will make some more for the other 3 races, but i do like the idea, so an +1 for you.

Thought is dangerous; lack of thought, deadly!

Luwc
State War Academy
Caldari State
#5 - 2014-06-25 07:24:56 UTC
No

Why ? Balance

First think. Then post.

http://hugelolcdn.com/i/267520.gif

Alvatore DiMarco
Capricious Endeavours Ltd
#6 - 2014-06-25 07:25:40 UTC
T3 battleships ... I don't believe it's possible for them to not be the most broken ships in the history of EVE.

They're the stuff of legends, and they should probably stay that way.
Brutus Le'montac
#7 - 2014-06-25 07:29:11 UTC
caldari enhanced missle release coding, offensive system, reduces reload time on cruise/heavy missles and torpedo's with 5 seconds, grants +2% flight speed per level. but maxium loaded ammo reduces with 5 rounds per level

caldari emercengy thruster overload, propulsion system, boosts mwd/ab speed by 5% per level, but takes 2% more capacitor per level aswell.

caldari shield flux matrix, defensive system, grants + 15 shield recharge a second, but lowers total shield hp with 2% per level, after stacking penalty.

caldari power grid subroutines, engineering system, grants +5% powergrid per level, but increases inertia with 2% per level aswell.

caldari warp destabalizing sensor array, electronic system, grants +1 warp strenght on self and on your warp scrambler/disruptor, but reduces the range with 2 km.

lets see, minmatar and amar left :P

Thought is dangerous; lack of thought, deadly!

Samillian
Angry Mustellid
#8 - 2014-06-25 07:36:29 UTC
With the Recon, T3, Blops and cap rebalance yet to come this seems a bit premature.

On top of that considering the negative effect T3's had on cruiser use and the hints we have had about there rebalance I doubt very much that you would get the kind of ship your hoping for even should they be introduced.

NBSI shall be the whole of the Law

Rek Seven
University of Caille
Gallente Federation
#9 - 2014-06-25 09:58:08 UTC
There is no place in eve for a T3 battleship in a combat role.

I would prefer to see a t3 industrial or a t3 frigate.
Auduin Samson
Sebiestor Tribe
Minmatar Republic
#10 - 2014-06-25 12:11:49 UTC
There's a reason that "T3 Battleships" are often used as an example of hideously overpowering something...
Tabyll Altol
Viziam
Amarr Empire
#11 - 2014-06-25 12:52:21 UTC
-1

often posted hopefully never going to be implemented.
Egravant Alduin
Ascendance Rising
Ascendance..
#12 - 2014-06-25 13:13:11 UTC
Agree from the guys above about balance and I think marauders are fine tech 2 ships with bastion mode .The only tech 3 battleship I might liked and support would be something that would give something different than the usual 8 highs 8 meds 8 lows(max) .Maybe something totally different which would be able to have 16 high slots for example or extra unique slots different than the ussual we know high med and lows etc.

Feel the wrath of the GECKO!

elitatwo
Zansha Expansion
#13 - 2014-06-25 15:33:24 UTC
Hm.. let me think about this for a moment....


NO

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

De'Veldrin
Republic University
Minmatar Republic
#14 - 2014-06-25 15:38:38 UTC
T3 cruisers can be built with the DPS and tank of a battleship. So T3 battleships would basically take a capital ship to take down - this is a terrible idea at the present time.

Once CCP has done a balance pass on T3s and (hopefully) brought them back into line with their cruiser brethren, then maybe it would be time to look at adding other T3 ship classes, but not until then.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

James Baboli
Warp to Pharmacy
#15 - 2014-06-25 15:47:31 UTC
Folks, while t3 cruisers are currently broken, I am attempting to find ideas give them unique, powerful but not unbalanced roles, not turn them into 75/75/75/80 300k EHP with 4 TC, 2 sebo and 2k DPS combat monstrosities.

For example:

Caldari Advanced propulsion subsystem:

Hyperspatial dragnet:

7%/lvl warp speed

Role bonus: All sub-caps in a fleet warp use this ships warp speed if it is better than their own.

Max Velocity
94 m/sec
inertia modifier (agility)
0.116
Warp Speed
1.8 AU/s
base time to warp
~17s

Takes 3 levels to be roughly equivelent to a standard BS warp speed, and tops out at a native speed about equivalent to a single ascendency plant in a marauder, or 2 in a BS, with no sub BC benefits until you devote the entire pod to ascendency set.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#16 - 2014-06-25 15:50:06 UTC  |  Edited by: James Baboli
Proposed t3 battleship hulls and subsystems available here


Status:
Overall: google docs created to facilitate info dense communication,
Skills: Proposed skills, with requirements and training multipliers here



First proposal:
Code name: Flagship

ship concept: High end solo or small gang BS, with reduced remote assistance possible:
Role bonus:
May not recieve bonus from tracking links, remote sensor boosters, OGBs, other positive remote effects.
-25% to remote energy, shield and armor reps

Minmatar: most subsystems are complete.
Caldari:
Amarr:
Gallante



Accepting proposals for other concepts, and subsystems with stats for existing concepts.
--------------------------------------------------------------------------------

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Lokar Griman
The Untraceable
M A R A K U G A
#17 - 2014-06-25 15:52:15 UTC
as much as i loved to fly a 16 high solot 8 millislaunchers and 8 lasers boat , which would be cool ass hell like in somkind of other game or movie , sadly its only a dream sins, i don't see any use for t3 bs,cause of the prices and game mechanics and etc., then only ships ccp might add is 1 or 2 faction lines but thats about it . Now if they added somthnig new to the game like "system " where you can't use dreatnoughts but you can use somthnig between a battleship and dread, or lower and you can't pve in it then ,why the hell not.
Lokar Griman
The Untraceable
M A R A K U G A
#18 - 2014-06-25 15:58:29 UTC  |  Edited by: Lokar Griman
antother think to add is ccp should look carefuly how they balance the stuff cuase . fr exmaple sister of eve ship line especialy the nestor , who the f with brain would buy that for that price , plus the stats bonuese are ****: What? so bringing t3 down ( like some poseted before me) to the other curisers the ship perfomance has to have correct price tag or it be render fail and no use what so ever.
Hakaari Inkuran
State War Academy
Caldari State
#19 - 2014-06-25 15:58:57 UTC
HiddenPorpoise wrote:
You're not the first.

Basically it comes down to this: average Gal cruiser; 30k tank 600dps, average proteus; 300k tank, 900 dps. Average Gal BS: 110k tank, 1200 dps. Figure out what happens there.

Proteus tank is probably getting a nerf anyway when the T3 balance pass happens.
Saelem Black
Cog Banking
#20 - 2014-06-25 17:09:22 UTC
Consuela says, "No no. Mr. CCP no es home. No... No..."

But seriously, the devs have often commented thinly veiled statements to the effect of, "Despite their popularity, T3s were the worst ships we ever introduced."

Don't think they're going to add more T3s any time soon... or ever, really.
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