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Player Features and Ideas Discussion

 
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Tech 2 Capital Ships - (not super caps)

Author
Deathwing Reborn
#1 - 2012-01-11 16:45:29 UTC
I tried to post this before but the forums ate my post before it went up so I'm going to try this again.

With the whole debate still going for a counter to super caps I think tech 2 capitals would be a decent way to go. This would fill the gap between Capitals and Super Capitals while providing more diverse capital combat. Below are my ideas for tech 2 capitals and in no way do I mean that they are perfect. Also the names would need work for the ship types so suggestions are more than welcome. My thoughts are to produce two variants of each Capital. One being meant to increase its fighting ability against sub caps and the other meant to increase its fighting ability against super caps. The odd man out that I would like to see though is a "industrial logistics" version of the carrier. To fly these you would need either level 4 or 5 of the race specific capital skill as well as capital ship 4 or 5.

Carrier

Industrial Logistics Carrier (needs a better name)
(Meant to be a ship transporting carrier)
Increase ship maintenance bay by say 50% - 75% per level
Decrease jump fuel consumption by 5% - 10% per level.
Remove Drone bay or only make it for drones smaller than fighters.
Decrease High slots to 1
Increase EHP and resistances consistent with tech 2 variants

Command and Control Carrier
(Meant for anti sub capitals and capital command ships)
Add bonus similar to Rorq for combat leadership modules by 5% - 7.5% per level
Increase Fighter tracking speed and EHP by x% per level
Decrease Fighter damage by x% per level
Reduce High slot by 1
Increase EHP and resistances consistent with tech 2 variants

Mobile Defense Platform
(meant for anti super capital warfare)
able to use new damage siege module similar to Dread module but for Carriers
Normal siege module restrictions and buffs apply rep increase and cant move ect. for 5 min.
Add 20% damage and EHP to fighters per level while in Siege
Drone Control units allow 2 additional fighters per level rather than 1
Remove ship maintenance bay
Decrease Fighter tracking speed by x% (making them able to only fight capital and above)
Increase EHP and resistances consistent with tech 2 variants


Dreadnaughts

Escort Class Capital Dreadnaught (Needs a name)
Increase tracking speed by x% per level(able to hit BC and above)
Increase jump range and fuel bay by x% per level(max level able to jump the same or more than a carrier)
Unable to use Siege Module
Decrease damage of guns by x% per level (powerful yet balanced)
Increase EHP and resistances consistent with tech 2 variants


Siege Class Capital Dreadnaught (needs a name)
Able to equip new module Capital warp scambler for level 3 and higher(High slot able to point supercaps)
Add x% damage and tracking speed per level against capital and super capital ships
Unable to be targeted by Doomsday (or 90-100% resists to doomsday)
Decrease tracking speed x% per level against sub capitals
Increase jump fuel consumption by 10% per level
Increase EHP and resistances consistent with tech 2 variants
Nova Fox
Novafox Shipyards
#2 - 2012-01-11 17:17:27 UTC
Lets see

Familiy : Advanced Carrires

Reclimation Carrier
Flag Carrier
Assault Carrier

Advanced Dreadnought
Escort Dreadnaught
Juggernaughts


As for the specifics I think alot of tweaking is in order for it to work and of course trial and effor.

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