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Player Features and Ideas Discussion

 
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Tech 3 capitals! haha

Author
Elindreal
Planetary Interactors
#1 - 2012-02-10 05:55:04 UTC
Tech 3 Capitals

Why?
I dunno, I’m bored, I felt as if there was a ship that could be added to current fleet doctrines out there. I also felt that there was a lack of capital vs. capital ships. Dreads once in siege can’t hit another moving capital.
Also, I was sick of tech3 frigates and battleships.
Is it overpowered? Possibly.

Defensive Subsystems

Adaptive

+1 highslot
+5% resist/level
+10% to RR effectiveness/level

Supplemental

+10 hp/level

Warfare Processor

Allows usage of warfare links
+5% link effectiveness/level

Active Tank

+10% boost/level
-10% cap usage/level

Dummy Subsystem

Highsec Allowed


Electronics Subsystems

CPU Efficiency

+5% CPU per level

Dissolution

+5% sensor str/level
+5% scan resolution/level

Ewar platform

+10% effectiveness to ewar modules

Shielded Electronics

Immune to Ewar
Cannot be assisted

Dummy Subsystem

Highsec Allowed


Engineering Subsystems

Cap Regen Matrix

+5% cap regen/level

Coolant Injector

-10% heat damage/level

Powergrid Optimization

+5% powergrid/level

Augmented Capacitor

+1 highslot
+5% capacitor/level

Dummy subsystem

Highsec Allowed


Offensive Subsystems

Optimized Targeting

Drone bay (no fighters)
+10% tracking/explosion velocity mitigation/level
+100% damage/level

Capital Assault

+1 hardpoint
+100% damage/level
+5% tracking/explosion velocity mitigation/level

Covert Ops

No drawbacks from cloaking devices
Allows fitting of covert cyno generator

+50% damage/level
+20% range to ewar modules/level

Extended Targeting

+1 hardpoint
-100% penalty to rate of fire
+200% damage/level
+5% range/level

Dummy Subsystem

Highsec Allowed


Propulsion Subsystems

Jump drive Optimization

-5% fuel consumption/level
+5% jump range/level

Gravitational Wake Optimization

+5% velocity/level

Interdiction nullifier

+5% agility/level
Immunity to bubbles

Intercalated Nanofibers

+5% agility/level

Augmented Bay

Highsec Allowed
Enables Ship Maintenance Hangar
2,000,000m3
Only Dummy subsystems allowed (the ship has to be gutted!)


Ok!
I haven’t bothered with each individual races’ ship specifics, but you should be able to figure it out. Caldari shield, Amarr armour with Minmatar and Gallente sorta swinging both ways but Minmatar leading towards shield and Gallente towards armour.

The ewar subsystems are probably the most race specific. But even then the only one that would require ‘deep thought’ is that the Amarr offensive ewar subsystem will provide an adequate boost to neuts/nos instead of tracking disruptor range.

From an economic standpoint, I believe this will be a boon all the way down the economy; from the veldspar miner to the planetary interactor to the wormhole dweller to the kspace explorer.

From the science/industry standpoint, I imagine that the creation of all subsystem BPCs will require the standard sleeper loot reverse engineering. The invention process will require the use of capital parts (More industry hurray! More failed inventions hurray!). The final build will require increase amounts of all parts in the process.

Some points of interest

I made a highsec ship carrier!

Ship is capital class (not super capital class). As such it can dock and use gates.

Subsystem skills are rank 3. I feel that’s appropriate. The standard penalty, should you lose the ship you lose a skill level applies.

I tried to ensure that the capital assault and optimized targeting subsystems would not surpass the overall DPS of a sieged dread.

The optimized targeting subsystem I tried to aim for slightly more than a pirate faction battleship, but not too much more.

As a second point, I am advocating for the creation of a 3rd tier Capital sized turret/launcher akin to the dual-turret turrets of one class down, and an ‘assault’ variant launcher while will use ammunition from one class down. Personally, I’m thinking cruise missiles.

I propose finally giving covops battleships the use of covert ops cloaks, meanwhile these ships will carry on the flag of no cloak warping, but the ability to cloak up and move after landing.

I tried not to tread upon triage carriers.

If anything my electronics subsystems are a little bit weak as not all races really need the CPU efficiency gate.

arrrr lol @ me
Amaroq Dricaldari
Ministry of War
Amarr Empire
#2 - 2012-02-10 06:44:51 UTC
It would be awesome, but it would cause alot of strain on your graphics card, it would destroy game balance, and it would probably take years to train for.

Besides, we still don't have Tech IIs, and the Tech I caps aren't properly balanced yet.

Also, you are going to need an actual reason, not just 'Why not?'



But if you have one on sale, I'll take a Tech III Jovian Titan.

This is my signature. There are many like it, but this one is mine.

Solinuas
Viziam
Amarr Empire
#3 - 2012-02-10 06:45:16 UTC
Interesting, but one of the offensive should be fighters (or even fighter bombers, maybe 10 of them or something)

However with that said, i dont think this would be a good idea
Simi Kusoni
HelloKittyFanclub
#4 - 2012-02-10 11:16:29 UTC
Amaroq Dricaldari wrote:
but it would cause alot of strain on your graphics card.

Wait, what? I had to read the OP's post twice to just to make sure there was nothing in there about special effects or graphics, how would it cause strain?

Amaroq Dricaldari wrote:
and it would probably take years to train for.

How is that a bad thing?

Anyway, lol@thread.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#5 - 2012-02-10 13:06:57 UTC
T3 capital:

Upon construction, ship will immediately begin self destruction. Upon self destruction, all supers will also self destruct.

Death2supers
Valei Khurelem
#6 - 2012-02-10 15:53:17 UTC  |  Edited by: Valei Khurelem
Quote:

Besides, we still don't have Tech IIs, and the Tech I caps aren't properly balanced yet.


I can tell you now that CCP will never be able to balance them, they'll only be able to make things bearable, not without completely re-writing the game code anyway.

"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

mxzf
Shovel Bros
#7 - 2012-02-10 16:51:53 UTC
I'm glad this was just a joke thread. If it was serious, the OP should biomass, unsub, and burn h{is|er} computer.
King Rothgar
Deadly Solutions
#8 - 2012-02-10 17:02:21 UTC
How about a Nidhoggur fleet issue first? Or perhaps a t2 capital armor repairer?

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Elindreal
Planetary Interactors
#9 - 2012-02-11 00:48:08 UTC
i was personally happy about thinking up the sniper subsystem
negative rof, but high alpha, could try to warp a squad of them around to snipe at capitals