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T3 Frigates Real Talk

Author
Livia Plurabelle
Trashboat Salvage Boys and Adventurisms
#1 - 2014-12-11 09:04:39 UTC
Hello, here is a discussion about T3 Frigates now that we see more of what CCP is trying to do with T3 ships.

T3 Cruisers have subsystems
T3 Destroyers have modes

What will T3 Frigates look like?

Following this formula we can suspect that T3 Frigates will not be like their cruiser or destroyer counter part but be something unique as the destroyer is unique to the cruiser.

Let us look at the benefits of frigates and see what we may discern from a tier 3 version.

1. Frigates go fast
2. Frigates get there before you
3. Frigates stop you from going any where.
4. Frigates go faster than you.

I propose then that the T3 Frigate be something different, bear with me here.


T3 Frigates will have the following capacity:

1. Can switch mods in space without the need of a mobile unit.
2. Can microwarp jump short distances as defined by the pilot.
3. Can jump short distances (2ly) between systems without a cyno, as a result can thus jump through high sec.

Expansion:
1. Frigates are little tiny knives of death, generally speaking, they offer a ton of variety and mixture to fleets. Having the ability to switch mods during a fight (possibly with a cool down or cap use), will give added strength to dog fights and the general role of frigates. If a mod is on or cooling down it cannot be switched. If a mod is broken it cannot be replaced so be careful.

2. Microwarp jumping short distances 25-100km will enhance the tackle nature of frigates, giving them ability to catch strangers looking to run from them, while also burning an immense amount of cap and causing a large cool down on the mod.

3. All ships require a cyno to light, cyno lighting is illegal in high-sec but many places are less than 2ly away from each other. Having the capacity for frigates to jump themselves without a cyno will make hit and run warfare all the more meaningful and will give an added excitement to high and null sec alike when systems are close together enough to jump between them.


I like this thread more than the other thread. Let me know what you think.





Celthric Kanerian
Viziam
Amarr Empire
#2 - 2014-12-11 10:06:53 UTC
Livia Plurabelle wrote:

3. Can jump short distances (2ly) between systems without a cyno, as a result can thus jump through high sec.


A frigate with jumpdrive capability... I thought this was a "real talk", not just more foolish rabbling...
Livia Plurabelle
Trashboat Salvage Boys and Adventurisms
#3 - 2014-12-11 10:09:02 UTC
Celthric Kanerian wrote:
Livia Plurabelle wrote:

3. Can jump short distances (2ly) between systems without a cyno, as a result can thus jump through high sec.


A frigate with jumpdrive capability... I thought this was a "real talk", not just more foolish rabbling...


You slather spite upon me without even telling me why.

Jump Drive capable frigates...

Can sneak around gate camps and do guerrilla warfare tactics, sneaking about, surprising the enemy, creating warp in points. really what isn't to love! tell me!
Aran Hotchkiss
School of Applied Knowledge
Caldari State
#4 - 2014-12-11 10:50:48 UTC
Personally I feel you're extrapolating a trend that isn't there.

The attitude I've picked up on towards Tech 3 ships is people want less of them, not more. I'm inclined to believe CCP looked at the situation of frigates, destroyers, battle cruisers and battleships and on an individual level evaluated how well they perform, and the impacts of adding a new ship class, let alone whether that new class would be t3 or not - I also think that rather than simply 'continuing a trend' of new t3 ships, CCP was looking at what they'd envisioned for Strategic Cruisers, comparing them to what they are currently, and seeing if they could have a second iteration of modular ships, this time as a destroyer.

Tactical Destroyers look like they're going to pack a major punch (or so I've heard) and likely will do very well in engagements until an awareness of their capabilities is formed, and counter/new metas develop. If they're massively out of alignment in terms of balancing, then they'll get adjust back in line over time - I really, really do not think getting excited and fantasizing over additional ship classes will be useful.

I can only speculate as I know nothing of CCP's plans - whilst I might not agree with all of the changes they roll out and amongst my corp/fleet etc. question the intellect of dev's, I honestly expect there is a huge amount of consideration and work put into new ships / balances to existing ships, I just don't often see it past my own biases of A) Personal opinion of Dev's and B) Whether this change affects me positively or negatively.


Back to my original, over-the-top, non-elaborated nonconstructive response.

I know you said 'Real Talk' but....

Are you insane?

That + the first line of my response.

You should have enough control over your herd of cats to make them understand. If they constantly make misstakes, get better cats.

Livia Plurabelle
Trashboat Salvage Boys and Adventurisms
#5 - 2014-12-11 12:07:59 UTC
Aran Hotchkiss wrote:


Are you insane?



No, no. I was just looking at that new map and thinking how wonderful it'd be to jumpdrive around high sec in a frigate.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#6 - 2014-12-11 12:21:50 UTC
I'd see the jump drive as something requiring a great deal of power, something frigates simply don't have. As for mjd this would negate the only real counter that large ships have against fast close targets in the web 'They webbed me? It matters not as I have my trusty 20 Km MJD...I laugh in the face of your webs BWahahahahah...'

Or something like that.
Celthric Kanerian
Viziam
Amarr Empire
#7 - 2014-12-11 12:57:04 UTC  |  Edited by: Celthric Kanerian
Livia Plurabelle wrote:
Celthric Kanerian wrote:
Livia Plurabelle wrote:

3. Can jump short distances (2ly) between systems without a cyno, as a result can thus jump through high sec.


A frigate with jumpdrive capability... I thought this was a "real talk", not just more foolish rabbling...


You slather spite upon me without even telling me why.

Jump Drive capable frigates...

Can sneak around gate camps and do guerrilla warfare tactics, sneaking about, surprising the enemy, creating warp in points. really what isn't to love! tell me!


There's so much to love about it that it is unrealistic... I believe the jump drive module in capital ships is larger than a frigate itself. Also it would be too overpowered. Imagine a fleet of frigate that suddenly hotdrop on top of you...

My reason for calling your post foolish, is because it is just too unrealistic, and it doesn't bring any constructive content for the game.

Edit: Besides... I don't think anything constructive comes from newer players such as yourself. because you don't have any experience in the game mechanics.
Play the game for atleast 1 year, then I'll maybe listen to you.
Leyete Wulf
Caldari Provisions
Caldari State
#8 - 2014-12-11 13:39:39 UTC
Your proposal is to add even more mobility to a class of ship that is already by far the king of mobility.

Courtesy of their higher base warp speeds frigates in general and especially advanced frigates already move through and between systems faster than all other ship classes, so why add on that?

Courtesy of their higher base speeds, lower mass, higher maneuverability, and in many cases ship bonuses frigates as a whole can already dictate range in engagements better than other hulls, so why add on to that?

And, to clear up what may be confusing about why jump drive frigs are bad look at the proliferation of travel fit interceptors in null sec. What you're suggesting is a ship which is fast, maneuverable, and can selectively avoid any obstacles set in its path. That is the perfect recipe for ruining the risk reward balance of trafficking small goods through dangerous space.

My recommendation is that if you really must have a t3 frigate it should fill a new role rather than simply becoming the ultimate do everything frigate hull. Try coming up with something innovative like a frigate which can 'deploy' into a fixed gun position trading mobility for increase buffer and damage like a giant sentry drone, or a frigate which can drop bubbles like a light interdictor but with webbing effects instead of warp scrambling ones.

I don't think that the player base is opposed to seeing new tech 3 ships, but I do think we have been burned enough with half baked OP 'super' ships that supplant other hulls and don't add new game play.
Leyete Wulf
Caldari Provisions
Caldari State
#9 - 2014-12-11 13:43:07 UTC
Celthric Kanerian wrote:
Besides... I don't think anything constructive comes from newer players such as yourself. because you don't have any experience in the game mechanics.
Play the game for atleast 1 year, then I'll maybe listen to you.


In know way do I agree with Celt on this. There is no reason to assume that just because a pilot isn't deeply versed in EVE they can't have good ideas. The lack of constructive comments in this thread is not the fault of the OP. This idea may not be sound but there is no reason to assume that other future ideas won't be.
Icarus Able
Refuse.Resist
#10 - 2014-12-11 13:54:00 UTC
Frigates already are very powerful and abundant in new eden. T3 destroyers might counter this a bit and i thought that might have been CCPs intent.

We dont need to add more ships to the already most plentiful ship class in new eden.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#11 - 2014-12-11 13:56:04 UTC
Leyete Wulf wrote:
Celthric Kanerian wrote:
Besides... I don't think anything constructive comes from newer players such as yourself. because you don't have any experience in the game mechanics.
Play the game for atleast 1 year, then I'll maybe listen to you.


In know way do I agree with Celt on this. There is no reason to assume that just because a pilot isn't deeply versed in EVE they can't have good ideas. The lack of constructive comments in this thread is not the fault of the OP. This idea may not be sound but there is no reason to assume that other future ideas won't be.


I agree here, whilst I pointed out faults in the idea I'd never discourage someone from posting ideas. It's a good point that new folks won't understand much of the mechanics but every now and then someone may come up with a left field idea that really could make a difference to things. Better to let new players know why something won't work so that they learn
Serendipity Lost
Repo Industries
#12 - 2014-12-11 17:55:33 UTC
T3 frigates should be able to refit such that they can have and support with adequate capacitor/grid a rack of 5 large smart bombs. There should be a 10%/level rate of fire bonus on these frigates and a racial 10%/level sig reduction (only when fully smartbomb fit).

They should have a 6th high slot and be covert ops cloak capable.

We would finally have a counter to the archon meta.

Let's get this done.
Nevyn Auscent
Broke Sauce
#13 - 2014-12-11 20:03:26 UTC
T3 Destroyers are different because T3 Cruisers Subsystems simply don't work.
If T3 Destroyers are successful in taking the intended spot of T3 in the Meta (Not as powerful as the correct T2, but far more versatile) expect to see T3 Cruisers rebalanced to use the same kind of modes rather than the current terribly OP/UP Subsystems depending on the combinations/roles you use.

Until we see how T3 Destroyers work or don't, talk of any other T3 ships are simply a joke.
Erasmus Grant
The Legion of Spoon
Curatores Veritatis Alliance
#14 - 2014-12-17 00:52:31 UTC
I would like CCP to expand more on pirate faction ships instead of creating empire T3(dowhatchawanthighspplayers) class ships. Give players a chance to completely abandon all things related to the empires. Hell some of the player null sec groups have been around long enough to probably develop their own class of ships.
vikari
Rear Entry Specialists
#15 - 2014-12-17 02:02:18 UTC
Not sure we can support jump drives in frigs, I remember when Jump drives were more advanced and we could jump farther and didn't have fatigue. Something tells me we should be able to rediscover that tech before we can figure out how to get the current tech into the size of a frig when it doesn't even fit in a cruiser yet.
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#16 - 2014-12-17 03:40:18 UTC
First of all, we need to look at what T3 IS.
According to the specialization vs power balance map CCP has been showing periodically since tiericide was announced, and from stuff they have said, the point of T3s is adaptability. The intention was that you can change them to adapt to a situation better than other ships, but the cost is they are SUPPOSED to not have as much power in any single role (though balance is screwed right now).

Strategic cruisers do this by letting you swap subsystems at a station or ship maintenance array (whether POS, ship, or structure mounted), while tactical destroyers let you swap modes in the field. It should also be noted, by what the devs have said, strategic ships and tactical ships of different sizes are both a possibility, so adding a new type of T3 may not even be needed; a tactical frigate would certainly be neat.

it should also be pointed out that under that design strategy, the only bonus you have suggested that would make sense is the ability to swap modules. I personally think that is a neat idea and have thought about the possibility myself, though I think it should be restricted some way such as being able to have more slots and fitting than ships usually have, but only being able to use a subset of them at any one time, so you can swap modules in the field, but can't actually refit without a maintenance array.

The other two suggestions give frigates more power and new features, which goes against the design philosophy, and would work better as new T2 variants. Aside from that, as already mentioned, frigates already have plenty of mobility, and it wouldn't benefit the metagame that much to add more to them, not to mention a large number of frigates would be able to cover the distance of a MJD within the spool-up time anyways.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#17 - 2014-12-17 06:59:39 UTC
AoE Shield generators.
Lugh Crow-Slave
#18 - 2014-12-17 11:12:49 UTC  |  Edited by: Lugh Crow-Slave
Celthric Kanerian wrote:


Edit: Besides... I don't think anything constructive comes from newer players such as yourself. because you don't have any experience in the game mechanics.
Play the game for atleast 1 year, then I'll maybe listen to you.


Great ideas can come from fresh minds don't stunt that.


and for a new player i'm surprised at the knowledge of sleeper lore such as there craft the size of shuttles are able to jump around a grid apparently instantly and precisely. (not saying its a good idea in game balance just impressive to me)
Sweet Trader
The Hollow Men
#19 - 2014-12-17 11:17:58 UTC
How about some sort of swarm/cluster mode whereby friendly T3 frigs can choose one of various bonuses if they are in close proximity to one another at the expense of manoeuvrability. Similar of course to what you can already do with remote effects but without the faff/targeting/slot use. You'd have to balance the bonus vs. penalty and limit the maximum bonus to stop fleets exploiting it, but could work.
Lugh Crow-Slave
#20 - 2014-12-17 11:25:16 UTC
Sweet Trader wrote:
How about some sort of swarm/cluster mode whereby friendly T3 frigs can choose one of various bonuses if they are in close proximity to one another at the expense of manoeuvrability. Similar of course to what you can already do with remote effects but without the faff/targeting/slot use. You'd have to balance the bonus vs. penalty and limit the maximum bonus to stop fleets exploiting it, but could work.


this would be rather neat but i would limit it to only affecting all other T3 frigates on grid rather than your fleet rather than a harsh penalty (possible the cruisers and destroyers as well) but they would need to fix the off grid boosting first
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