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Balor Haliquin
Amarr
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Posted - 2008.09.27 23:23:00 -
[511]
I'm not sure that is possible, it really depends on the way the fleet is structured. And even them im not sure if their is one fleet bonus ship or one per position and the system takes the highest values and puts them together. But if its a catch all bonus from one person then we are stuck with a universal fleet bonus.
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.09.28 00:08:00 -
[512]
well if it is possible then I would love to see it happen however, as it would escalate with scale of the battle as I put it earlier. the larger the fleet the larger the bonus gets.

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Destructor1792
Minmatar Malicious Intentions Resurgency
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Posted - 2008.09.28 00:51:00 -
[513]
Edited by: Destructor1792 on 28/09/2008 00:53:02
The reason I say keep these to 0.0 is simple.. We already have commandships that are free to move around the Eve universe.
The name of these new ships really speaks for itself.. "Flagship". You're looking at having FC trained up to fly one so makes sense that these are only gonna come out in big gangs. And lets not forget how much these puppies are gonna cost! They are T2 after all 
As for the amount of HP's to give, 50k was just a number off the top of my head.. to stop these things from being tank monsters just increase the cap recharge time so it makes it pointless fitting rep modules (for shield, just increase the recharge rate or remove it completely!). Add a bonus which reduces the cap requirement for running gang links. This still gives you the ability to run gang mods & also a nice buffer tank to work with whilst in the middle of a battle but stop them being able to tank 30 BS indefinantly!
Prehaps also change the resistances so 2 are extremely high & the other 2 are extremely poor. (e.g. for a shield tanker, resists along the lines of: Shield 1/1/87/87 Armor 90/90/90/90 Hull 0/0/0/0
and armor tanker: Shield 0/0/0/0 Armor 87/87/1/1 Hull 90/90/90/90
this gives each version a chance (albeit slim) to GTFO when it all goes horribly wrong! lol) Also makes them very vunerable to nos/neuts (which is why you get cap usage reduction on the links)
And i still say limit the amount of guns.. they will have the ability to take alot of punishment and dish out some sexy gang bonuses. Allowing them to dish out DPS will just cause too many issues on the "overpowered" front.
Hope that makes sense ('specially with the increase/decrease part.. both sound right but wrong, so hopefully you'll know what i mean ) ______________________________________
 Bringing The Fun Back
I Have No Fear, Fear is for the weak. |

Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.09.28 06:45:00 -
[514]
obviously the guy doesnt know warfare happens in high sec as well.

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Balor Haliquin
Amarr
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Posted - 2008.09.28 15:58:00 -
[515]
No offence man but there simple is no game mechanic reason for restricting these ships to just null sec. At that rate you would be better off making them out of a capital platform. And I'm not sure that theses ships are that unique that it warrents a complete and wholesale restriction on travel for them. These are ships designed to apply their fleet bonuses to any fleet of any size.
And the ships hit points and resistances that you suggest would make the ships imortal walls hen you consider putting tanking mods on them.
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.09.29 03:39:00 -
[516]
could have a 0.0 functional mechanic though but the ship already has alot on its plate dont need to add more to it.

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arbiter reformed
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Posted - 2008.09.30 20:52:00 -
[517]
Edited by: arbiter reformed on 30/09/2008 20:54:10 the amarr ships seem very underpowerd i belive a t2 fitted abaddon would do more dps and probably win a fight against the frontline cs. im expecting if these ships come into being they will be Around the 800mill to 1bill mark the need to have the advantages that say the abso gets over the prophecy. also your not fitting to there races personality i mean traking links wtf?
so bonuses for the frontline should be bs bonus: 5%damage 5%armor resistances flagship bonus: 5% rof 5%turret cap use role bonus:99%warfare links 20% to gang members cap recharge
for the theatre one bs bonus:5%torp damage 5%armor resistances fglagship bonus: 10%armor amount 5%effectivness armord war links 99%reduction in warfare cpu need 20% gang members cap recharge may use 3 warfare links simultainiously
the suggested changes are more fitting race wise as they are similar to the amarr cs's. there also a bit better to reflect cost of ship. these ships will cost more than capships if marauders are anything to go by (insurance remember) and there a damn sight beter than marauders or at least they should be (ie a frontline cs should eisly kill pretty mucth any marauder solo they are the pinnacle of sub cap desighn and should be awesome) oh and give them both a bit more armor Signature removed as it was stretching the forums. Navigator |

Balor Haliquin
Amarr
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Posted - 2008.10.01 00:32:00 -
[518]
As you will note those are the original specs for the Flagships. They were nothing more then rebodied versions of the older Command Ships. But several problems came out of those designs right off the bat. First and foremost was the fact that they would be so grossly overpowered for their class as to render them as solo PvP platforms. They also rendered all other battleships second rate including the Black-Ops and the Marauder. This was pointed out by many of the people who contributed to this forum. So to prevent this I had to convert them into being more command oriented. As I worked toward that goal, many people pointed out that they still do the same damage and theoreticly the same DPS as the marauders and have better tanks. So I reduced the DPS by lowering the bonus and changing out turrets and launchers. After dealing with that I had to make them unique in their bonuses for the fleet, hence the mini titan bonus. But all of that was in the name of making them bee fleet command oriented and balance.
As for a Flagship verses a Battleship of the same class? I would easily give it to the Flagship for many reasons. But first lets restrict the fittings to T2. First off the Flagship has a superior active tank and on almost all the ships are going to be more then likely cap stable. Also the passive tank is garenteed to have more effective HP on the Frontline Command Ships. As for DPS? Well that depends largely on the fittings. But it should be close to if not a little less then the DPS coming out of a Tier 3 battleship.
The reason for the DPS reduction is to prevent the Tier 3 ships becoming completely obsolete. That was a concerned voiced by many people on the thread and so i tried to make sure it was balanced as such.
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arbiter reformed
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Posted - 2008.10.01 01:21:00 -
[519]
i agree theatre command ships shouldnt do massive dps ok fair nuff, but the frontline? cummon why would i pay more for less dps, if these ships were on sale now at their no doubt would be ludicrous price they would sit in the same hanger as my nightmare for the OOoooo a black abaddon effect. the damnation is better at warfare links than your proposed theatre command ship and with cs 5 itll have a similar tank (that cap bonus is nice tho). i however often fly a abso it main use like it or not is as a damage ship. it is at least 5 times better than a prophecy and costs around 7 times as much, an absolution does and should easily destroy a prophecy. much the same should be the case with the frontline if you spend 2 bill on a ship (ie faction fittings implant so on) why shouldnt you be able to kill 2 abaddons at one time solo. its all risk reward abaddons will never be redundant because there much lower risk yet still very good and far more acessible. however this is somthing that sounds like we will never agree on soooo
take away the frigate 5 skill req you dont need it for cs you shouldnt need it for these Signature removed as it was stretching the forums. Navigator |

arbiter reformed
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Posted - 2008.10.01 01:36:00 -
[520]
Edited by: arbiter reformed on 01/10/2008 01:36:52 oh and if you going to give a ew/ logistical bonus give it a massive massive cap transfer bonus make it as good as the guardian at cap transfer for all i care just traking links wtf those are only found on: minmitar/ gallente ships. it seems you are giving these ships useless bonuses which do not fit in with any other ammar ship, which would of course be sad cos i mean black abaddons!!!, id love to fly that pvp i would want it to be more used than my redeemer i would want it to be uber pwnage because its a black/gold and red abaddon!!!! edit:nice to see how much work youve put into this thread tho keep it up Signature removed as it was stretching the forums. Navigator |
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Balor Haliquin
Amarr
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Posted - 2008.10.02 17:46:00 -
[521]
Honestly the main reason for the less DPS is to make the ships more pallatable for CCP. There is a lot of pre-nerfing in these ships. This is to basicly keep the claims of trying to make Marauders and the Tier 3 Battleships obsolete to a minimum. I totally agree that I would much rather fly a regular Abaddon in a solo fight because I'm less likely to be out a billion Isk. But understand that there is a lot of pre-nerfing and most of the designs are done on paper testing and have no actual flight time to them.
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arbiter reformed
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Posted - 2008.10.02 20:23:00 -
[522]
sounds fair. Signature removed as it was stretching the forums. Navigator |

Balor Haliquin
Amarr
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Posted - 2008.10.02 21:12:00 -
[523]
Yah its a major ballancing act trying to satisfy as many customers as possible if you get what I mean. But to be honest I really have no clue what these ships are capable of without a full test version on EVE. But thats is very unlikely to happen at this point.
In other news, I will be putting up newer versions with changes that people have suggested. They will be up in a week or so.
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Mashie Saldana
Sharks With Frickin' Laser Beams
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Posted - 2008.10.02 21:30:00 -
[524]
Why would you skill up for one of these if you only can activate two gangmods at once? Now make that number four and give Marauder style bonus to the other four highslots.

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Balor Haliquin
Amarr
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Posted - 2008.10.03 15:14:00 -
[525]
That is a nerf that was put on the Theater Command Ships after people pointed out that that ship would render the Command Ship (Fleet Command Ship spesificly)obsolete. Also consider all of the Flagships get a fleet command bonus of some kind regardless of modules fitted to them.
As for reducing the number of turrets to the same as a Marauder. Reducing the number of turrets to that of a marauder while giving it a better tank then a Marauder and giving it the ability to use gang warfare links is only going to do one thing. Its going to render the entire line of Marauders obsolete. Reducing the number of turrets to 4 and then give a 100% bonus to damage dose not ballance out the ship lass. Remember that you are reducing the power grid and CPU need for the guns by half, the cap use by half, the ammo consumption by half, yet you have the same damage as if you had 8 guns. This will do nothing but make the ships far more powerful then they need to be. Not to mention that it would render an entire class of ships useless. The reason for the turret slots is it forces pilots to make a choice in their fittings. Yes they will have massive firepower, but they will be far more cap unstable. Do they active tank of passive tank? Do they replace a low slot module from a damage module to a Reactor Control Unit so they can fit the last gun? Do they put on a warfare link instead? Thats the set of issues that a pod pilot should be worrying about.
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Balor Haliquin
Amarr
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Posted - 2008.10.06 15:43:00 -
[526]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9000 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery IV --> Weapon Upgrade IV
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo damage per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 1 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8400 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link III
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Balor Haliquin
Amarr
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Posted - 2008.10.06 15:44:00 -
[527]
CALDARI Name: Bastion Hull: Rohk Role: Frontline Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret optimal range per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9250 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 50/10/50/57.5 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Tsunami Hull: Rokh Role: Theater Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 1 Turret/6 Launcher Shield HP: 9250 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 50/10/50/57.5 Hull HP: 7500 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link III
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Balor Haliquin
Amarr
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Posted - 2008.10.06 15:45:00 -
[528]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 8 Turret/0 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 50/10/50/47.5 Hull HP: 8900 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 6 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 50/10/50/47.5 Hull HP: 8750 Velocity: 130m/s Drone Bay: 175m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link III
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Balor Haliquin
Amarr
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Posted - 2008.10.06 15:47:00 -
[529]
MINMATAR Name: Firestorm Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7650 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8100 Armor Resistances: 75/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery V --> Weapon Upgrade IV
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 4 Turret/3 Launcher Shield HP: 8300 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 75/10/25/35 Hull HP: 7600 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link III
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Kash Ka
Amarr Tyrell Corp INTERDICTION
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Posted - 2008.10.06 19:46:00 -
[530]
Edited by: Kash Ka on 06/10/2008 19:46:28 They all look pretty good, but the amarr ones might be a bit overpowered compared to the others, guess it makes for a nice change. --------------==============================-------------- Forgiveness is between you and god, im just here to arrange the meeting.
"When death smiles at you, all you can do is smile back" |
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Fragito
Dragon's Rage Intrepid Crossing
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Posted - 2008.10.06 20:21:00 -
[531]
Excellent idea...
/signed
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Naomi Wildfire
Amarr Stardust Heavy Industries Majesta Empire
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Posted - 2008.10.07 02:06:00 -
[532]
Quote: Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level
What if there are multiple Flagships? Fleets of them could be unstoppable.
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Fragito
Dragon's Rage Intrepid Crossing
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Posted - 2008.10.07 03:37:00 -
[533]
I wouldn't say unstoppable, but hard to kill yes. But think about his proposal and how he presents it; "to fill the gap between a battleship and capital ships" (Balor Haliquin page 1). It will lessen the benefits of the sovereignty capital, and make fleets more likely to attack cynosural jammed solar systems. Having stronger ships to counter capital fleets is needed for a change; maybe you can even put in a doomsday resistance so it is no so easily repelled.
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Balor Haliquin
Amarr
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Posted - 2008.10.07 04:36:00 -
[534]
Edited by: Balor Haliquin on 07/10/2008 04:38:01 As fleet bonuses go, it takes the ship with the highest. So their is no stacking. The max that a Amarr Flagship can give is +25% to cap recharge rate.
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Balor Haliquin
Amarr
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Posted - 2008.10.14 03:45:00 -
[535]
*Bump*
I really hate doing this but i would like to keep this thread going. So looking for any more points that can be made about this.
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Ragnar Voldair
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Posted - 2008.10.26 01:59:00 -
[536]
I think these are a fantastic idea....and, appart from adding a new layer of training, they fill a very realy need for something thats "almost" a cap ship. Question is...will they be allowed in high sec?
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Balor Haliquin
Amarr
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Posted - 2008.10.26 02:22:00 -
[537]
I see no reason to not allow them in high sec. Capital Ships are banned for their ability to tank CONCORD for a long period of time. And one of the main selling points of the ship is to bring the bonuses of the Titan into high sec and areas that prevent capital ships from going. This could be high sec, it could be a cyno jammed system, it could be many places where capital ships just can't get to in a timely manner. So preventing it from going to high sec is killing a major selling point and their is no real ballance reason to do it.
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Zathrus
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Posted - 2008.10.26 14:02:00 -
[538]
I see no reason not to let these ships in high sec. as this would allow for more fun for corp wars. So when and where can I get one of these ships? |

Su27frogfoot
Caldari Red Moon Inc.
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Posted - 2008.10.26 16:34:00 -
[539]
I like the ide but from what i can see skill requirments are a bit low, we are talking about a small titan here as far as I can see
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV make this V
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery IV make it V as it realy is but just to point it out --> Weapon Upgrade IV make it V same thing as above
Maby ad:
Advanced Weapons Upgrade to IV
change some of the bounses too to be inline with other ships of that faction.
Other than that I can't see any problems right at this moment oh and make it cost like say a black ops ship so people can fly them in 0.0 too so around 500 mil is good
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Balor Haliquin
Amarr
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Posted - 2008.10.26 20:25:00 -
[540]
As far as the skill requirements for the ships are concerned, the skills as of now are ballanced for the ammount of time they would take between the two different versions of the ships. For example, if a person started skilling for one of the ships it would take them on average (assuming they have implants and reasonable learning skills) about 6-8 months. Thats just for the basics.
Remember these are just the basics to fly the ship. Not the recomended skills to fly the ship well. I can see your point in so much as these skills would go a long way to helping the pilot be more effective with the ship. But they are by no means required by game mechanics to do that for a lot of the ships in the game. A point well taken though.
As for the cost of the ship, that is going to be more dependent on the market rather then anything els. As long as CCP continues to not release the Tech 2 BPOs like they have in the past for the other tech 2 battleships then the price is going to be a bit harder to predict. That being said if the ship do ever make into the game, we will likely see the price skyrocket on release to about 1.5bil Isk and then drop over the next few months as more and more ships make it to market. This has been the case with the other T2 battleships, both stared off sevierly overpriced and they have no come way down do to market forces. So the short of it is that i cant say what the price will be. |
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