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[001] General concepts regarding new/revamped Ship Classes

Author
Deena Amaj
Native Freshfood
Minmatar Republic
#1 - 2012-01-14 06:56:03 UTC  |  Edited by: Deena Amaj
//grr, I hate character limiting posts ^-^.


Suggestion: Ship class varieties, Roles, etc - Expanding the T1 Ship Pool


Ugh, I hope I didn't frakk up the cut and pasting when writing this text ~

Quick Foreword:
I am well aware that the diction in these suggestions are not the best. My english is no longer what it used to be. Yet, I am only tossing ideas into the room. If CCP listens to people suggesting crap, then I can post crap too :D. I want to see more non-FOTM and non-IWIN ships in the game that have decent roles and not just the same old crap where I confront the same ships because the others are said to useless - and granted, a variety of them really are.

The suggestions here will features some unusual ideas that simply came to my mind about how to make the game more challenging, interesting, realistic or beefing it in a way that the NOTSOKOOWL/non-fotm ships to support the small stuff but without tagging "ship level improves dmg/RoF by x% ".

Because, personally and frankly, I'm getting a bit sick of seeing the same ships on the field while the others just collect dust, just because these 'useless' ships usually have...
a) Have fixed and crappy ship bonuses (honestly, who uses Breacher? - Yeah, t1 frigate "Breacher", not t2 STEALTH BOMBER "Hound")
b) Have no true way of fitting them otherwise than cookie cutter; and if fitted otherwise, they are gimped
c) Or don't have the usual "ship skill level increases damage and rate of fire by x%"
etc.
Sure, people use t1 as well. We know the hurricane/drake spam. We know Crucible will bring back hybrid-turret ships but other than that - these suggestions are not about copypasting t1 ships -> t2 abilities, but there needs to be a bit more of an expansion to it if you ask me.
T2 ships could get something appropriately but let's not forget that those ships usually already have a superb ability. And T3 already brought the example of how it could work out. More later.

In a different example, a t1 cruiser could fit subsystems that bring bonuses, but the subsystem itself can and will sustain dmg once the armor starts getting hit; if the subsystem blows -- bonus is gone. But that is all for a different thread, so let's ignore that subsystem idea for now.

Also, EVE PVP and PVE should be full of diversity and not have the same ol' ships just because they are far superior over others. It is possible to create fun diversity with T1 (or T0 in this case) vessels without having them to be IWIN -- yet, they can have survivability without just raw pwnage-dmg. The idea is to expand on different aspects. Eve lives from being complicated. This is Eve, not WoW or SWTOR or any other MMO with "dumb-downness". So let us HTFU. :D

After all, these suggestions are to make the actual part of ship PVP and PVE fun with diverse ships as well as improving the old ladies of the t1 vessel pool that have not seen any improvement or true use (hello Breacher).

I will do my best to cut right to the chase. There will be a lot of reading to do. If you are afraid of wall of text, click on the "x" at the upper left corner of your browser, count to three and go back to ship spinning.

Of course, a massive force of zergling-t1s will maul stuff, but I intend to invent a plethora of small, little things that could raise the survivability - not to invulnerability but to a point where t1 ships become more important in the role of being true support ships. But therefore, there would have to be changes in certain "terms".

I know that people tend to like the "hard-n-fast wtfpwn with health bars" over the 'subsystem/decks/internal/regional damage model' as you would see in classic Star Trek ("Omg, Captain, casualties on deck 7 thru 14! Power conduits blown -- Phaser Banks are offline, Sensors are blablabla").

But we can still add small features to give various T1 ships real teeth. And we can do it very simple or in an advanced manner. The small frigates are usually tacklers, granted, but how about giving them means to survive incoming artillery and missile spam.
Coupling the idea of weapon pylons, such T1 ships could have additional armaments as well as the means to still a dangerous asset in fleet battles. But I will be posting that in a different thread, to ensure a decent split-overview of suggestion.



Soooooooooooooo.
I will try to keep things general for now and put a more full list of ship classes in a seperate thread since this thread is to be a general one.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#2 - 2012-01-14 06:56:40 UTC
Introduction of further ship classes - maybe even reinventing some.
First off. I know this game is not HOMEWORLD(tm) but there are a lot of aspects of EVE that are somewhere based on that game - starting with aspects and other ship classes. The ideas here are to bring more diversity into the selection of ships. Since I enjoy writing fanfics on HW and love playing EVE, I was hoping to see some combination of the two; ship class wise.
Note: These suggestions are focused upon the existing ship hulls and a little bit on inventing new ones, as well as re-modeled ones in a similar fashion to the example of a Stabber -> Vagabond. Another thing, the new suggested ship classes and roles are not to be entirely "mirrored" over to all 4 factions -- This is to still maintain the key differences of doctrines the respective navies issue. Royal Amarr Navy MUST continue to be different than Minmatar Republic Fleet, as to the other factions respectively. Likewise, Pirate Factions and other NPC factions should be likewise different.
Also, the prime focus is on T1 ships. T2 and T3 are already powerful enough - They would need a slight adjustment to the new system, but lets face it, the majority of T1 doesn't need to be crappy and instant-pop the moment you even put your mouse cursor over them.

After all, there are other basic ship class names in naval terminologies, like corvette, strikecraft etc -- And then there are the "advanced titles"; like Recon xyz, Heavy Assault, Interdictor etc.
While I wanted this to be a simpler suggestion, I think it is better to add some other aspects after all. I don't know if adding reasons or explanations will be of anyone's interest.


( T3/T2 ships ) ³ > T1 ships -- Okay, bad example, but we all know that the "large variety" of t2 and t3 cookie cutter ships will always surpass T1. We don't need to go deep on the debate about T3/T2 being ultra superior to T1 ships as it is logical that the whatever military corps invested more badass technologies into each hull for whatever reason.

A Vagabond's fitting will always have 2x Large Shield Extenders, etc -- It's been like that for the longest. I won't go into details about Vagabond or any other T2 ships as I am solely talking about T1s, but that is to give you the meaning of "boring cookie cutters".
We could at least broaden the versatility on T1 ships, so that they are viable and unpredictable rather than just being Rookie Ships with better bonuses.

Imo, EVE as a game that had evolved so many times that the many T1 hulls are simply too inferior considering their bonuses. The selections of T1 ships are commonly MORE NARROW than some people may think. Everybody will choose a Hurricane or any other vessel that has "DMG/Rate of Fire" and other typical gimmicks.

*

So, what to do?
I am certain it is possible to give little more changes/love to T2 and T3 (yes), but also raising the survivability and versatility of T1 ship classes as well; While they don't essentially have to blow up everything, they could have other roles. However, there should be specific T1 ships that should have more fangs or aspects that are clearly a threat to other ships.
T2 for instance could a little of the pylon suggestion, while the other T1s would have the primary access to them. T1 better than T2? Not really, T2 ships would still have the resists and a tad more of that evasion-aspect for certain ships (more later on that) on your T2 variant.

Also, these suggestions are also for new players, as they will be given the true chance to tag along and actually be useful without having to blow up just by looking at them (aka Instant-Pop). You can STILL snipe these new T1 variants (not all though ;)) with your fleet; but there needs to be some sort of chance to survive too if they are using specific ships designed for dashing right into the enemy fleet. Nonetheless, it is time to actually have fleet fights be fleet fights and not just ships sniping and producing one-shot Killmails all the time. Time to actually work for it.

Sorry for the rambling but I wanted to state the actual problem I perceive of Eve before people scream everything is all right with Eve - Nonetheless, let's get on with this.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#3 - 2012-01-14 06:57:22 UTC
Let me start with new "ship class roles".

"Frigate hulls" re-imagined


The ships found under the current FRIGATE category [Rifter, Slasher, Condor, Etc] could be re-categorized into separate general terms of ship classes that would hold key aspects respectively. The mentioned ship hulls as imagined examples would be representative in several sorts of naval umbrella terms.
In short, we would see the Rifter hull in class/market dropdowns found across specific ship classes like Corvette, Skirmisher, Raider etc -- yet no longer in FRIGATE.

Also, we could play with general ship class names and terms. When using the dropdown. The specific combination would appear also as the ship's "ROLE:" in the ship's info/description.

So A (Role) + B (Class) = AB
Example 1 : Like "Escort + Frigate", "Scout + Frigate", "Strike + Frigate" etc ->
The first term describes its key role and also defines their general aspect. This also brings specific virtues regarding survivability.

Sticking to the current Eve-frigate term of Rifter in this example:
We'd have a Rifter with several role variants as an Escort Frigate; Scout Frigate; Strike Frigate etc
Instead of the two-in-one ship bonus "Dmg and Tracking Speed", we would see some 3 or 4 pairs including the "Role Bonus" aspect based on their primary role name.
Better would be to have different categories regarding bonuses to maintain overview. Perhaps even as a separate tab; meaning to have separate "Description/Lore" and "Ship Bonuses" tabs.

- So you are saying you want to overpower every ship by giving them some 4 pairs of ship bonuses, make T1 stronger over T2?
Stop whining and HTFU :D.
First off for the T2 lubbers, the T2 ships will also get their love. Not that extreme like T1 but they should always be a step ahead -- However, T1 roles should be something that T2s still have to worry about.

The idea behind this is having T1 variants, some that are even "T1.5"'ish -- but more or survivability and viable aspects for specific jobs that are currently deemed impossible. We might as well could see "T2.5" variants as well : ).
Also, one "bonus" could contain a penalty.

*

So, following a different classification system...

In a way, the root directory in the market could be Escort, Scout/Light, Strike, Support, (Raider/Submariner) roles.
I will make a rough list of what ship would be where.
For now, here is a short example in order to show what I mean.

Tristan/Rifter/Punisher/Merlin would be moved --> from current Frigate to CORVETTE.
Why?
While we currently have a wide variety of frigs, it is plausible that the Frigs like Rifter/Tristan are different than Slasher/Condor (the t1 Interceptor ones). It will be too difficult to give bonuses to all frigs while these are still found under that mix of "frigates".

Regarding Tristan, the Tristan hull should truly be more of a Juggernaut - I'd even dare say an assault-frigate type of resilience but without the damage bonuses. It should be able to take some serious punishment for a CORVETTE. It should be the true "Fat man". It should be a tough nut to crack. Slower than the usual CORVETTEs but nevertheless a useful asset. Also, this Tristan version should receive a module to represent "Bodyguard", allowing it to absorb incoming fire with its shield (the exterior pylons that is).

Some of the current frigates could be reimagined into the umbrella term STRIKECRAFT, which are somewhere slightly smaller than CORVETTEs -- Here you'd find Slasher, Condor etc, but they would have their key uses and survivability means as well.

Also, the term Frigate in my ears applies more to larger ships - which the current frigate pool doesn't really fulfill, and such Frigate appearance should be somewhere just slightly below the size of Cruisers -- Thus, I decided to have the Frigates + Destroyers be paired and also be much larger in appearance (speaking of their size/length).

You can then have a dropdown menu of ESCORTS, -> ; Escort frigate/destroyers, Escort cruiser, (Escort) Corvette.

We do not need to exceed or exaggerate but just to show how it can be done. Also, specific types could have respective role bonuses. Some term combinations would just sound just cool too. Remember, in my examples, the new FRIGATEs are not to be equal the DESTROYER hull. But I will explain that later in a separate category. I wanted to free up Frigate so we could have another Destroyer'ish hull that is more about defensive measures like flak systems and with more Med-Slots than Hi-Slots.

(Yet, if it is too complicated, we could also leave the current frigates as they are, add in corvette as another paired-frigate role and also introduce another brother/sister to the destroyer family)

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#4 - 2012-01-14 06:57:41 UTC
We don't need millions of combinations. Just a small mix of combining Term A with Term B would be sufficient. As for assault termed ships, I'd say it would be sufficient to have an "ASSAULT FRIGATE" and "ASSAULT CRUISER", and no more (so no ASSAULT CORVETTE).

Also, not every secondary ship class name would have every single primary role name; So there would be no "ASSAULT STRIKECRAFT" or other rather awkward combinations -- since some would sound ridiculous as the suggestions already are here or would be redundant due to the role. Remember, we want it sound cool too ;D.
We might also have to turn some names around too, "DESTROYER ESCORT"

In the end, we don't have to over-complicate things either and just solely have new general categories of ship classes like SCOUT, ESCORT, TENDER, SUPPORT, ASSAULT, etc -- each with unique aspects.

But in order to avoid you guys getting too confuzzled; Please remember that this solely about T1 hulls. T2 hulls are already strong. I'd freely love to see them have at least small additions like the auxiliary/subsystem slots, but that's it. Most T2 ships are already tough as nails - minus the Assault Frigates that are still slightly broken, but maybe we can fix them here?

I was insisting to have Destroyer and Frigate be more the Destroyer hull type - and these two should also be just below the sig radius and ship-size/length of the current Cruiser hull type.
SIZE-WISE, we would have [Destroyer and Frigate] between the smaller corvettes/strikecrafts and the larger cruiser hulls.
- A "Destroyer" would be the more aggressive type to counter a spectrum of ship types that usually high in survivability (like the evasive Corvette or swift variants under the "Strike" term). The destroyer is not as evasive as the Frigate variants.


* tossing in a short Special HI-slot weapons category.
ALSO : ) , there would be specific Hi-Slot weapon slots that are only viable for destroyers and frigates.
(faction specific, minmatar variant example)
Examples, such as: HI-Slot, a "barrage-repeating" artillery-class array right between the Small and Medium-sized artillery turrets. So a Semi-Medium turret that fires three rounds at a time.
So, this turret is just an artillery turret with more "burst dmg? No. Not burst dmg, barrels roll slowly, it does CHOOM-CHOOM-CHOOM! ... moderate RoF cooldown. BUT shall not cause your trillions of wrecking hits. No. It should mediocre damage, yes, it should deal slight long range AoE permanant damage -- However, it should also debuff the target's turret resolutions and tracking speed; causing the tight-formation enemy ship s to either spread out a bit out more as well raise the need of "Anti-Destroyer" hulls like Cruisers/Battlecruisers.
It should have a signature resolution between medium and large turrets; so like ~200 to 400m. An artillery-destroyer's best friend would be a SUPPORT Frigate or Cruiser (preferably the "active buddy-buffers" who lower your turrets' sig-resolutions and have bonuses for optimal range target-painting, more later.

Also, this turret type along with destroyer range bonuses should be able to reach out to some 100km (Perhaps not all too much of a sniper ship, 40km optimal, 60km falloff).
HOWEVER, the DESTROYER using these turrets needs to have specific counter. Shooting and hitting small ships or specific ones like STRIKE ones with these turrets should be impossible.
The weapon's description should have this mentioned, too. :D
This weapon is imagined and designed to cause suppressive fire upon battlecruisers and larger hulls when it lands a hit.
It should also have the aspect of doing "AoE" effects upon super tight and closely anchored ships.

So, easier said, DESTROYERS (or FRIGATES) could have a crowd controlling "Suppressive Fire" mechanic.


*
- A "Frigate", while maintaining similar hull types of the larger destroyers, would have access to defensive modules and arrays to raise the survivability of other gang/fleet members.

Support Cruisers would likely have ships like re-imagined hull versions of Scythe/Ospry/Exequror/Maller (hope Maller is correct) -- but those split up a bit so they are not the usual mining ships with healer-capabilities. A Support Cruiser that does mining shall have bonuses for that and just that as well as an adequate Slot layout.

Why?
Scythe is one of those many cruisers I'd love to fly but the slot layout is just too limiting. It has tracking links bonuses, but it is lacking ever getting a gang. Yeah yeah, Scythe is a cruiser, not a "FRIGATE".

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#5 - 2012-01-14 06:58:07 UTC
Recap:
< ROLE > + < VESSEL CLASS >
Example1: ESCORT CORVETTE or LIGHT CRUISER or SCOUT FRIGATE etc.
Example 2: The terms like ESCORT as well as the ship class term CORVETTE could both bear general hints on what the ship's duty could be whenever a player confronts them.
An escort would mean a ship either dedicated to anti-frigate (alike current EVE Destroyer hulls) or defensive duties (flak, cover etc, more later) -- Corvette would mean it could be an evasive hull that deems bonuses to its survival. Thus, it would be more "evasive" and dodgy; this could either be represented by a much smaller sig radius and perhaps a minor reduction to sustained damage.

ALSO, not every racial faction has to have the same set. Minmatar could have "STRIKE CRUISERS", while Caldari would have "LIGHT CRUISERS"; as a lousy example. Yet, let's be fair and give everybody distinct ship types.

On the other hand, a STRIKE CORVETTE, would be, while deeming the aforementioned corvette aspects of survival, it would be a ship dedicated to Afterburner and heavier weaponry that can deal considerable damage to Battlecruiser hulls and above as well as optimal/falloff range bonuses -- Strike Corvettes would somewhere involve loose features similar to the current "Assault Frigate".

BUT NOTE:
STRIKE-tagged ships would contain notable penalty, such as a major tracking speed deficit. STRIKE COVETTES/CRUISERS are imagined to be fast Afterburner ships with viable aspects of surviving a multitude of incoming fire. They would also not be as doomed to tripple webs either and can also "dodge" hails of deadly missiles.
STRIKE-tagged ships are therefore designed to be flyby-ship that can deal damage while flying by at high speeds.

Each would have the specific ship classes, Frigate, Corvette, Cruiser
Example ship of a "STRIKE CRUISER" description as I would imagine it:
Foreword - I always loved to see something of a "Tech-Zero history" somewhat based on something I read or heard a long time ago. It was said for instance that specific infantry weapons of World War II were actually "overpowered" for their actual task, and thus modern day assault rifles were born and evolved. However, it is said that such old WW2 weapons could STILL overcome certain modern day weapons due to their nature.
Now this does not mean to "overpower" a Tech-Zero ship, but let's say that the navies across EVE now insist to return to the old designs and combine them with what is today.
Also, remember the re-imagined "Battlestar Galactica" vessel? (of course you do, if you are a scifi/EVE fan ;P) -- Why did the ancient and old Battlestar Galactica vessel and its strikecrafts of rusty Viper fighters survived the Cylon genocide and the uber hacking event that disabled all other modern ships....?

So, in shorter words, lore-wise, today's navies someday considered grabbing back on old vessel doctrines from the old days of EVE.

So, here is the example:
Foreword: The bonuses of this sort of ship type may sound extreme at first, but this is to deem this version is imagined as a resilient vessel that can strike right through a fleet like an arrow. It's main role is more of an anti-BC/BS assault run - Dashing in and right out, dealing heavy damage upon it's target.

Ship name "BRIGAND"
Role: Strike Cruiser
Hull: Stabber

Description: The "Brigand" is the Tech-Zero forefather of its successor, the "Stabber" Light Assault Cruiser of the Minmatar Navy. Capable of streaking through a tight formation of an enemy fleet, the Brigand can perform strafing runs with blazing heavy turrets and can come out almost unscathed; mostly thanked to its [blue subsystems] that counter attempts of stasis-webification and sophisticated armor deflectors that are common for the late "Vagabond" variant.
ooc: Remember the Vagabond's Peacock feathers? :)
Furthermore, with the Brigand having been born in the time where micro-warpdrives and shield systems were still in dreams of R&D inventors throughout the earlier millenniums of the EVE universe, matari navy officials were solely reliable upon the creativity of mad rocket scientists. Fulfilling their wishes of a capable Strike Cruiser, the "Brigand" is not only capable of surviving a plethora of incoming fire; but also can fit bulky Afterburner systems that were actually bound for battleship hulls.
Forging the crude procedures of yesterday with modern aspects, the Brigand's weapon systems are defined to bleedthrough and even penetrate shields' electromagnetic frequencies.

As of today, several matari republic fleet segments have revived this ancient vessel as today's enemies are much more cunning than ever. To counter this, the matari have revived such vessels that were once nicknamed as "unpredictable". The Brigand, while a resilient beast for a cruiser and is certainly not as agile as its modern ancestors - and may be regarded as an old and rusty useless heap in other occasions - has proven itself as what matari combat pilots commonly refer to as a "blast from the past"...

ooc There are serious penalties, nonetheless.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#6 - 2012-01-14 06:58:26 UTC
Weapon system specialties and capabilities (this requires new weapon systems to be invented/introduced - See this as the revival of weapon systems that were considered "obsolete"):
The Brigand has access to "Bolt" weapon systems.
Such bulky weapon systems that fired bolts were once considered obsolete despite their potentials, but ever since recent breakthroughs, Brigand's weapon arrays fires HEAVY (Five-Seventy) 570mm bolts. The bolts' aspects and specifications are designed to penetrate electormagnetic fields such as shields.


(A more specific but probably overpowered addition here) The second and most important aspect of this weaponry is that it atrophies the target's armor, rendering almost irreparable damages upon it.
Note: This damage can only be fixed within stations and at specific POS structures.
ooc: Instead of the red bars on your ship's HP indicator revealing damage, the bars would be black, revealing that you sustained irreparable damage or permanent damage. Logistics ships cannot heal this vessel's armor HP to the max. There should be a margin regarding the permanent dmg aspect. Perhaps perma-dmg up to 50% or 70%.

The downside of this weapon system severely lacks the sophisticated tracking servos as it is a fixed mount rather than the modern spherical 360° turret systems and thus is forced to fire upon a frontal cone arc (eventually the Starboard/Port sides and Aft if game-engine-technically-possible ;D) . This also forces the pilot to maintain a steady flyby course upon its target most of the time; yet the pilot can still count on the resilience of this sturdy vessel.

~ This weapon should have a signature resolution of 300m and a very lousy tracking speed value.

ALSO, we could base the "Bleedthrough shields" factor by a specific skill - perhaps such from SCIENCE and/or Gunnery Hybrid/Projectile skills. So damage bleed through would be 30% and could be raised to 50% bleedthrough-shields.


What happens if my wing of Brigands and other Strike Cruiser bros manage to rid the target of its armor?
Your bolts start chewing on Structure.

And what if our targets are all heavily armor-tanked?!
Then you got a problem - and that is your counter against your advantage.


descriptive aspects/bonuses:
- -xy% to Powergrid requirements when fitting a 100MN Afterburner modules
- Access to "Bolt" Weaponry. [Shield penetration ammo]
- Resilient against severe enemy fire [Very high base armor resistances and HP]
- Immunity to or very high resistance against Stasis-Webifier effects


descriptive Penalties:
- This ship does not have shields; but instead an additional armor plating replacing the shield HP indicator; this should be the actual armor that contains the true resilience of the Brigand
- This vessel can neither be healed by Logistic Ships nor use Armor repairer/Shield boosters. Can only be repaired at Stations/POS modules
- Reloading Ammo to the "Bolt" weapon arrays takes much longer. Requires a minute (or any "long period of time")
- Turret tracking virtually nonexistent for any fitted turret type; thus a serious high tracking speed penalty. (Solely "Bolt" turrets shall have a very-very slight rad/sec value to assure accuracy when the pilot is going head on into the enemy fleet)
- Can only fit 100MN Afterburner modules (no Microwarpdrives at all)

Advantages: - Viable against Battlecruisers and Battleships; - can dash through an enemy fleet without instantly dying to the mass of incoming fire
Weaknesses: - Lousy tracking speed; - cannot fly sharp curves; is very sluggish.
While not easily tackled or webbed at all, it's 100mn afterburner


So, this Brigand-thing is basically a Vagabond on steroids, wtf?
No, for one, its turrets do not "track" - we're talking about some tracking speed of XL turrets on something that is actually sort of an intermediate "MED-LARGE" turret.
Following that penalty, it cannot track small ships. It can take quite a beating and cannot be slowed by tons of webifiers, but it requires a notable amount of capacitor to warp - AND - the 100MN AB it will likely have has a longer cycle run, forcing its align time to be considerably larger than usual. Also, it cannot perform "TOPGUN High-G curve maneuvers".
It is pretty much a NASA shuttle rocket with guns for a drive-by.

Frakk that, you are making even Stabber obsolete!
No, because Stabber - provided CCP would ever find all of the featured suggestions plausible for introducing to eve - would receive other additional ship bonuses as well as the access to weapon pylons, auxiliary slots and various specific "ROLES" like ESCORT etc. The Brigand is a variant of the Stabber too, just buffed with more thruster rockets as the mad rocket scientists would do. Stabber should still remain the fastest cruiser, too - and with such "subsystem suggestions"; it should be likewise as deadly as any other ship in eve.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Deena Amaj
Native Freshfood
Minmatar Republic
#7 - 2012-01-14 06:58:49 UTC

CORVETTE
(simplified version)
See this dropdown menu with your typical Rifter/Tristan/Merlin-Kestrel/Punisher hulls as well as two or maybe even three variants.
Corvettes should be a viable asset to any fleet as they possess specific natural advantages and countermeasures, making them not only dangerous, but giving the opposing force the need for destroyer hulls.
CORVETTEs also have a decent slot layout as well as access to specific unique weapon systems -- Respectively depending on what role they are (Escort Corvette; Strike Corvette etc).



~ Short, all posted would be more out of the box, canon'ish and irregular ideas that could for instance give various other t1 ships key uses rather than being the usual "instapop" that just blow up just by looking at them. T2 and T3 ships are rather strong enough; so this is more or less solely about T1 and how they can be a bit more of a use without just tanking it all up or "moar %dmg/rof per level".

Of course, this may and certain will go into a sort of detail that would simply make people say "will never happen", hence the naming of this weird thread. Yet. Everybody seems to enjoy some spice added to the game and since CCP does seem to turn things around to make the game more innovating and fun, why not toss in 'bad ideas', huh? :P
I felt that I should post this after all, careless if it will be mangled by the vacuum of forum trolls in space - at least I can die happy once this is posted :P.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.