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Your Ideas for More Ships in EVE!

Author
Reaver Glitterstim
The Scope
Gallente Federation
#121 - 2012-02-21 19:51:57 UTC  |  Edited by: Reaver Glitterstim
Xercodo wrote:
Benilopax wrote:
Titan killer class Capital ships.

Capital killer class Battleships.



Ya, but anything that can do enough dmg to kill a cap in a reasonable amount of time will make the dreads even more obsolete as that ship would replace dreads as a POS basher =/


As a smaller ship, it should be cheaper. As a smaller and cheaper ship, it should do less damage (a lot less). It should also have lower skill requirements than a dreadnought. This would make capital-killing more accessible to lower-skill and/or lower budget toons, and would allow warring factions a greater array of options for capital-killing. Dreadnoughts would definitely not be obsolete, as their incredible DPS would be well worth the skills, isk, resources, time, effort, and risk involved in using them.

Also, the battleship version should be more mobile. There is no need for it to use a siege module to get its damage. It should use capital weapons and get considerably more dps than a standard battleship, at the cost of tracking and signature resolution (if signature resolution even makes a difference). But it would also infer a big strategic advantage, as it would be a mobile capital-assault platform, capable of getting into place and evacuating much more quickly than dreadnoughts. It could give chase to capital ships.

I don't feel I have enough knowledge to determine whether or not these ships should have jump drives or not.



Here's a possible setup for a capital-killer battleship (Amarr):
3 high slots, 3 turret hardpoints
4 medium slots
7 low slots
8000 MW powergrid, 600tf CPU

Role Bonus: -99% powergrid requirements for capital weapons
+~100% increase in damage of capital weapons (don't have EFT so not sure of the exact value that should be here)
Amarr Battleship skill bonuses:
-10% reduction in Capital Energy Weapon capacitor cost per skill level
+5% to armor resistances per skill level
Capital Assault Ship skill bonuses:
+10% increase in damage of Capital Energy Weapons per skill level
+7.5% increase in tracking of Capital Energy Weapons per skill level

Notes: I put in 10% bonus damage per skill level because I think the role bonus should be adjusted to make lower skill values fairly low in DPS, further increasing the value of training the Capital Assault Ship skill as high as possible. I think bonus tracking is also a reasonable bonus because battleships are much more prone to drifting, and capital weapon tracking is low enough that a drifting battleship (or a bumped battleship for that matter) can easily have difficulty tracking a stationary target using capital weapons. Finally, note that there is no damage bonus from the base battleship skill. This is important and if you don't know why, just trust me on it.

-edit-
Rebalancing after some research:
* 450 CPU instead of 600 - 562.5 with electronics 5, even without weapon upgrades skill this leaves 322.5 CPU after pulse lasers or 262.5 CPU after beam lasers. That's enough for several hardeners and weapon upgrades, thus should be plenty for fitting without being too easy.
* -98% powergrid requirements - the dual giga beam lasers will take up almost all of the powergrid without PG bonuses, but the dual giga pulse lasers will leave a nice fat chunk for weapon rigs or armor plates.
* 80% increase in damage of capital weapons (if my calculations are correct, that should place these ships squarely between regular battleships and dreadnoughts)
* 15% increase in tracking of capital energy weapons (possibly) - These ships' turrets will have about an 8th of the tracking of regular battleship turrets, but with a 75% bonus, they will have about a 5th of the tracking of a battleship with no tracking bonus, or a 6th of the tracking of a battleship with a standard tracking bonus. I think that's reasonable. What do you guys think?

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Alticus C Bear
University of Caille
Gallente Federation
#122 - 2012-02-21 21:12:55 UTC
Combat Trainer

Faction LP store variants of the new Rookie ships.

Multiple versions with fixed T1 fittings

Role Bonus - Any combat trainer can engage any other combat trainer without CONCORD or Sentry gun intervention. No security status loss incurred for engaging other combat Trainers.
Reaver Glitterstim
The Scope
Gallente Federation
#123 - 2012-02-21 21:46:47 UTC
Alticus C Bear wrote:
Combat Trainer

Faction LP store variants of the new Rookie ships.

Multiple versions with fixed T1 fittings

Role Bonus - Any combat trainer can engage any other combat trainer without CONCORD or Sentry gun intervention. No security status loss incurred for engaging other combat Trainers.


At first I thought you were trolling, but upon closer inspection I decided I think this is a good idea. Perhaps these faction rookie ships could be expensive to earn the first one, but once you have purchased one you get unlimited free ship replacements for it. If they're going to be training ships, they should not be allowed outside of highsec, or maybe their weapon systems will lock out if you try to attack a player that is not hostile with you and not in a faction rookie ship. And finally, losing this ship should not result in a lossmail.

There could even be cruiser and battleship versions, and a small variety of civilian modules to purchase/unlock for them as well.

I like this idea a lot because many players find Singularity to be too much of a nightmare to bother trying to install it. We'd like to be able to test out some combat builds without losing an expensive ship in the process. It won't be the same as the real ships, but a lot of the basics can be explored and practiced. Shouldn't be difficult to implement. Just give the ships about half the stats of normal ships their size, and make the civilian modules about the same as regular modules (except half damage weapons) but they can only be used on these specialized rookie ships.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Roll Sizzle Beef
Space Mutiny
#124 - 2012-02-21 21:58:02 UTC
Reaver Glitterstim wrote:

I like this idea a lot because many players find Singularity to be too much of a nightmare to bother trying to install it. We'd like to be able to test out some combat builds without losing an expensive ship in the process. It won't be the same as the real ships, but a lot of the basics can be explored and practiced. Shouldn't be difficult to implement. Just give the ships about half the stats of normal ships their size, and make the civilian modules about the same as regular modules (except half damage weapons) but they can only be used on these specialized rookie ships.


This all sounds like some kind of pod VR training you'd find in CQ. Practice combat in pathetic ships in a virtual grid of space away from KMs, loot, glory, or anything else that matters.
And you can buy virtual mods to plug into this combat sim from the Nex store. it will be EVE inside EVE, eveception. and you can upgrade and play pew pew with more real money within the game you already pay for. Sounds about right...
Reaver Glitterstim
The Scope
Gallente Federation
#125 - 2012-02-21 22:45:12 UTC
Roll Sizzle Beef wrote:
This all sounds like some kind of pod VR training you'd find in CQ. Practice combat in pathetic ships in a virtual grid of space away from KMs, loot, glory, or anything else that matters.
And you can buy virtual mods to plug into this combat sim from the Nex store. it will be EVE inside EVE, eveception. and you can upgrade and play pew pew with more real money within the game you already pay for. Sounds about right...


I was thinking they should be purchased with loyalty points, but the rest you said sounds right. AUR should only be spent on aesthetic items.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Lyrrashae
Hellstar Towing and Recovery
#126 - 2012-02-21 23:13:28 UTC
I really don't think EVE needs more ships at present--too many of the existing ones need fixing first, plus the Ti-3 BCs could use more time for CCP to see where/how they should evolve in the medium- and long-term.

And by that I do NOT mean nerf-batting what works well to the point that the existing shite looks good, but I'm digressing...

...If EVE were to use a new ship, then a "Heavy Stealth Bomber" based on the Ti-2 BC chassis, optimised for murdering capitals would be so, so lovely Twisted

(Feel free to necro/bump that thread, by the way Blink)

Ni.

Nova Fox
Novafox Shipyards
#127 - 2012-04-01 14:53:27 UTC
militarized versoins of the rookie ships.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Alara IonStorm
#128 - 2012-04-01 15:12:43 UTC
Since the Caracal is getting the rebalance how about Destroyers that utilize Rapid Light Missile Launchers. Different Damage Bonus for each race.

Give them like 15-20k EHP, Cruiser Speed and a 100+ Sig and a bonus to racial Damage Type and let them take over for the Caracal while it moves to medium Missiles.
ChYph3r
Republic Military School
Minmatar Republic
#129 - 2012-04-01 15:25:17 UTC  |  Edited by: ChYph3r
Benilopax wrote:
Titan killer class Capital ships.

Capital killer class Battleships.




you have that, its called the suicide dread fleet.


what we need is a mother ship killer...

mother ship = supercarriers of today,,,,sorry i forget there are pubbies here that dont know what a MOM is.

Want to find all the podcasts around EVE Online visit http://evepodcasts.com @chyph3r  on Twitter

Nylith Empyreal
Sutar Rein
#130 - 2012-04-01 15:55:24 UTC  |  Edited by: Nylith Empyreal
Escort Carriers - like the one discussed on ships / modules the other days.

Mothership - not uber carrier, but like mobile fortress/ station.

Flagships - T2 Tier3 battleships; make them miniature titans idc.

Tech3 Frigs / bs's / Some industrial or some industrial subsystems.

Add another ship to the current tech 1 shiptypes. If only for more diversity.


Smuggler vessels.

Who's the more foolish the fool or the fool who replies to him?

Acac Sunflyier
The Ascended Academy
#131 - 2012-04-01 16:06:23 UTC
A fortress shield ship. Kinda like Nexus The Jupiter Incident and how it had a fortress shield ship. Only, make it fit eve.
Xen Solarus
Furious Destruction and Salvage
#132 - 2012-04-01 16:09:07 UTC
My vote, gas-harvesting dedicated ship. Cool

Post with your main, like a BOSS!

And no, i don't live in highsec.  As if that would make your opinion any less wrong.  

Serena Wilde
State War Academy
Caldari State
#133 - 2012-04-01 17:05:34 UTC
I would like to see less ships that are for specific roles, and more that can be used for many roles.

What I mean is, right now, if you scan down mining ship, you know that it is defenceless, more or less. But what if you didn't know that? I scan down a Hurricane and it could be a salvage boat, or an explorer or a gas miner or a PvE fitted ship or a PvP one. I think the now knowing would make EVE more exciting.

I wish they would remove all dedicated mining ships in my mind. If you had to mine using one of the existing "war" ships, wouldn't that make things more interesting?

Hell, I would like to be able to change out modules on the fly, so that I can use one ship for multiple things without having to refit at a station. That way I can go out exploring and if I find a great mining area, I can switch to mining lasers and grab some, and if I get jumped by a pirate that happens by, I can switch back to my guns and have a chance at fighting back. Base it on your "Jury Rigging" skill or some such.

This would also be condusive to more modules getting destroyed as ships get blowed up, and I think it would just add to the feel of EVE more.
Hans Zwaardhandler
Resilience.
The Initiative.
#134 - 2012-04-01 17:16:24 UTC
What about some more t2 frigates that use cluster bombs, or cluster bomb missiles? Short range, massive explosion, have to be uncloaked for a certain period of time, etc

Also, possibly have t2 battleships based on ships like the Hyperion, the Rokh, the Abaddon, and the Maelstrom that can fit capital guns, but are glass cannons much like their counterparts in the BC class.
Grammaticus DeVere
University of Caille
Gallente Federation
#135 - 2012-04-01 18:02:12 UTC  |  Edited by: Grammaticus DeVere
Ships that can be built - only in Wormholes - to a players design (it would of course have to be from a template of current ship parts) - but such ships could only be used in wormholes...the reason being that the (insert technobabble here) prevents the ship from entering K space.


And - deep (very deep) space exploration/mining ships that can fly (slowly) between systems without using a jump gate - the ship can scan down new sources of minerals and special fuels as it travels


G
Tsadkiel
Aliastra
Gallente Federation
#136 - 2012-04-01 18:19:26 UTC
A true science vessel. that is, a battlecruiser or battleship class with probing bonuses a little less than a covert ops frigate, but with the ability to hold its own at exploration sites (not havens or anything, but say hacking and archeology / salvage sites). maybe a tractor beam bonus or codebreaker / analyzer module as well.

also, monkeys
Hans Zwaardhandler
Resilience.
The Initiative.
#137 - 2012-04-01 18:34:08 UTC
Both ideas are very good.

One possible idea is another ORE industrial ship, that acts as a mobile base of sorts, more than the Rorqual. Bigger cargo bay, larger drone bay, turret mountings for capital mining lasers, and several conversions of the Industrial Core to allow it to have manufacturing and research slots onboard the ship, with the issue being that it can't travel while it is manufacturing something.
Solhild
Doomheim
#138 - 2012-04-01 18:35:28 UTC
Not a new ship but a new faction of ships that require both Minmatar and Caldari skills to fly.
Invent an isolationist faction based in the East to make the story fit.

Industrial ships should be alternative to Ore with much more tank but weaknesses in efficiency - lowsec specialists.

Military variations should be a cross between Caldari and Minmatar in their niche.

Could be very interesting Cool
Thgil Goldcore
Ministry of War
Amarr Empire
#139 - 2012-04-01 18:37:29 UTC
Transport ship with a maintenance bay. Not a huge one, but large enough to hold 3 or 4 fitted cruisers. Make life easier for PVP pilots to get ships closer to wherever they do their thing.
Tobiaz
Spacerats
#140 - 2012-04-01 18:57:36 UTC  |  Edited by: Tobiaz
The best ideas for new ships are looking at what areas players are using ships for a role it's not originally meant for.

There are tons of people flying around in Orca's but never intended for mining. Most are using them to hide stuff from gankers, but personally I think that's just an exploit that needs to be fixed. many players use them also as a way to move assembled ships. Many of these are explorers who 'live out of a suitcase' so to speak. It's just wrong that they need a very skill-heavy and expensive mining ship for this.

Ship #1: Hangar ship. Size, handling and price comparable to a battleship. Ship hangar of about 150.000m3 (cruiser and 2 frigs) 75m3 dronespace. 2-3 hi-slots (for cloak/probe/salvager/tractor combo/repper/smartbomb) and then enough additional med and low slots so it can tank comparable to a tier1 battleship. The purpose for this ship is to support the nomadic lifestyle of explorers or as a reshipping hangar for roaming frigate gangs.

Also there is a problem in the game with POS in High-sec and C2 WH. Removing one now means mostly very vulnerable and awkard Gankageddon-like setups, which is just horrible (also because many players don't fly Amarr). And in a capital fight there isn't really much non-cap pilots can contribute except when in massive numbers in battleships. A possible solution:

Ship#2: Baby-dread. Size is comparable to a battleship (or battlecruiser so it can go in C1 and is more accesible for pilots, but it may be unbalanced). It's not a fast nor agile ship and priced like a tier1 (it's not very versatile and needs a degree of expendability). Through it's role-bonus it has the ability to equip ONE XL Turret/Launcher. it has two additional hi-slots for spidertanking,smartbombing or cloaking purposes. Unlike the dread it has no siege-mode but it can field a very sturdy tank with a lot of natural buffer. The purpose for this ship is to take down posses in places where dreads can't go (WH and High-sec) and for non-capital pilots to have a possible counter against capital fleets (who then would need some Anti-BS-support to deal with these baby-dreads).

Because of the many gankers going after Hulk there is are still some players that use Miner-apocs, just to be safe. In light of the coming tiercide, perhaps it's a great opportunity to look at this.

Ship#3: Tanked stripminer Maintain the Hulk as the most profitable mining ships. But add/alter the rest of the mining ships so there is a ship that mines maybe 15% less but has enough tanking capabilities (mostly natural stats, not so much from slots) that it's not a financially feasible ship to gank.

With the removal of the tiers, the mining barges need to be addressed as well. Keep the Covetor as the most profitable T1 mining barge, but give the Retriever a better tank and make the Procurer fast and agile (with a better warpspeed as well).

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!