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Xzar Fyrarr
Minmatar State War Academy Glory
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Posted - 2007.12.14 12:59:00 -
[31]
I like this idea very much. It will not be another "O my gawd guise Ima twain phor tha l33t Heavy Command ship phor SoLo pee vee pee oWntage." but it will be something that enhances fleet combat, which a player who likes leading fleets would like to train. I like the idea of having flagships and thus. It brings a sense of pride and/or motivation to the fleet your flying with. IE:Its already bad enough in the now if your fleet commander gets killed, but with the new flagship bonus, it can quite possibly be drastically bad if your fleet commander gets killed.
And maybe the idea of limiting flagships per fleet down to maybe 5 or 4? This might make it so Command ships can really be in "command" of one of there sqaudrons or wings.
My last thought on this is : I was *really* disappointed with the command ship's of the now for the longest time. I would enter lowsec and every 7 or so systems, including high sec, I would see COMMAND ship after COMMAND ship. People fight solo in these types of ship's, which really make the word "Command" not needed for some of them , more so the field command ship.
But then I came to realize there is hardly no solo-ing in this game, so the command ship was with a gang of 2 or 3 maybe more people :] Just my 3cents on this topic.
Amen to a good idea. CCP there is beer and babes in this thread, a MUST read.
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.14 13:23:00 -
[32]
It looks like this idea has plenty of support. Hopefully we'll have CCP's opinion on this as a possibility soon.
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Korran Minare
Gallente Spaced Cowboys
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Posted - 2007.12.14 15:00:00 -
[33]
agreed, and in a fleet setting i can see having one of these Flagships commanding a wing, with the smaller command ships taking care of squadrons and such, with a Carrier or Mom overseeing the entire fleet. Thoughts?
Originally by: Korran Minare what would you put on space pizza anyway????
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.14 18:12:00 -
[34]
Yep Korran, pretty much what I was imagining for the EXTREMELY big fleet battles however I'd also see it as something to run the smaller fleet battles. The ones that don't have capitals taking part or because all your alliances carriers are in other wars many jumps away.
There are a few possible uses for it within a fleet. It all depends on how you want to use it.
If it ends up with the racial warfare skill bonuses I suggested then it may actually be worth having the Flagship leading the fleet and have two or three carriers leading wings, after all, you'd want the carriers to have the biggest bonuses.
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Korran Minare
Gallente Spaced Cowboys
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Posted - 2007.12.14 18:49:00 -
[35]
very true
Originally by: Korran Minare what would you put on space pizza anyway????
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Balor Haliquin
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Posted - 2007.12.14 20:15:00 -
[36]
The advantages i thin these ships have
1. They are command oriented ships and thus will help any fleet that is connected to them no matter how big or small. 2. They are more powerful versions of battleships but not overpowered to the point were nothing can kill them. 3. They are very good well rounded platfrom that will help them do the command job they were desighned for.
the disadvatages 1. They will be expensive to buy, train and field properly. 2. They are most certainly going to become the primary target, so keeping them well guarded is going to be a fteets top priority 3. Though they have a slightly better tank and weapon damage, they have no upgradded powergrid and CPU, so you still have the same fitting prblems of the tech 1 versions of the ships. 4. Because of their intrinsic cost they will be a somwhat exclusive ship. And if they are under the "only inventable" theme that CCP is doing, they will be even rarer.
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Serenity Black
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Posted - 2007.12.14 20:17:00 -
[37]
i dont like the rokh version. first of all it has only 11 mid/low all others have 12, so i assume its a mistake? secondly u gave it a 5% range? normal is 10% and u can easily reach 250km with the given rokh one. also like everytime other ships have the same amount of turrents but much more dronebay double in this case. and why are the gallente ships faster than the minmatar ones? and the amarr torp one get a range bonus that doesnŠt make sense and 8 torps are way too much. and torp would be better for the field command one and not for the fleet one.
these ships are too powerfull and also to much damage orientated. give them more tanking but less ganking for their fleet role
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.14 20:31:00 -
[38]
They can do less damage than a capital ship and more than a battleship. I think they fulfill the role put to them quite well however you're right about the missing low/mid slot in the upgraded Rohk and the Minmatar ships should be the fastest ones.
As for the Amarr torpedo boat. Amarr rarely make Missile ships however when they do they are always extremely focused on Missiles. This ship fits the theme that Amarr go for. (also as I recall, it's 2 Turrets and 6 Missiles isn't it).
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Serenity Black
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Posted - 2007.12.14 20:50:00 -
[39]
no it has 8 launcher and yes amarr has some missile ships but normally with short range missile, so maybe 6or7/2 laucher/turrents and instead of torp velocity 5% damage thats more amarr i think. but that ship can have such a huge tank, 5% resistance and 10% hitpoints damn thats to good to be true i want it (u forgot better base resistances on that ship) and u gave the caldari ships better resists on em and not kin
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.14 20:56:00 -
[40]
Actually that is more thematic of the respective nations. Something to think about when fine tuning the designs hey Balor.
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Balor Haliquin
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Posted - 2007.12.14 21:01:00 -
[41]
here are the revised ships from the list on the previous page that i did up, they have skill requirments now.
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Balor Haliquin
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Posted - 2007.12.14 21:02:00 -
[42]
AMARR Name: Requiem Hull: Abaddon Role: Fleet 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: 5% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% reduction in Large Energy Turret Capacitor cost per level, 5% bonus to Large Energy Turret rate of fire Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Armored Warfare Link module effectiveness
Fitting slots: 8/4/8/2 Power Grid: 21000 CPU: 560 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 115m/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: 470m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> 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 III --> Weapon Upgrade V
Name: Oblivion Hull: Abaddon Role: Fleet 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 velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to armor hit points per level, 3% bonus to effectiveness of Armored Warfare Links module per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/5/7/2 Power Grid: 21000 CPU: 560 Hard points: 4 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 115m/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: 470m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> 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 V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link V
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Balor Haliquin
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Posted - 2007.12.14 21:03:00 -
[43]
CALDARI Name: Tsunami Hull: Rokh Role: Fleet 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: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to Large Hybrid Turret rate of fire per level, 5% bonus to Large Hybrid Turret capacitor requirement per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Siege Warfare Link module effectiveness
Fitting slots: 8/7/5/2 Power Grid: 15000 CPU: 780 Hard points: 8 Turret/2 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 115m/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: 500m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> 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 III --> Weapon Upgrade V
Name: Oni Hull: Rohk Role: Fleet 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 Large Hybrid Turret damage per level, 3% bonus to Siege Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 15000 CPU: 780 Hard points: 8 Turret/4 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 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: 500m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> 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 V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link V
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Balor Haliquin
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Posted - 2007.12.14 21:03:00 -
[44]
GALLENTE Name: Athena Hull: Hyperion Role: Fleet 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: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to Large Hybrid Turret damage per level, 5% bonus to Large Hybrid Turret falloff per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Information Warfare Link module effectiveness
Fitting slots: 8/5/7/2 Power Grid: 15750 CPU: 600 Hard points: 8 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 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: 485m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> 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 III --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Fleet 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: 5% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: +25m/3 to drone bay size per level, 3% bonus to Information Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/6/6/2 Power Grid: 15750 CPU: 600 Hard points: 8 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 100m^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: 485m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> 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 V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link V
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Balor Haliquin
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Posted - 2007.12.14 21:04:00 -
[45]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Fleet 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: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to Large Projectile Turret damage per level, 5% bonus to Large Projectile Turret falloff per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Skirmish Warfare Link module effectiveness
Fitting slots: 8/6/6/2 Power Grid: 21000 CPU: 640 Hard points: 8 Turret/3 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 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: 460m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> 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 III --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Fleet 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: 5% bonus to Large Projectile Turret arte of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 7.5% bonus to Large Projectile Turret tracking velocity per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Command Ship Bonus: 99% reduction in CPU cost for warfare link modules, activate 3 warfare link modules simultaneously
Fitting slots: 8/7/5/2 Power Grid: 21000 CPU: 640 Hard points: 8 Turret/3 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 120m/s Drone Bay: 100m/3 Drone Bandwidth: 100m^3 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: 460m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Heavy Command Ship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> 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 V -> Signiture Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link V
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Balor Haliquin
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Posted - 2007.12.14 21:07:00 -
[46]
A small note , the Hyperion base speed is higher than any of the other battleships, so thats why its not the fastest. I forgot to add one slot to the caldari ships, my apologies and thanks for catching that. A changed out a lot of the bonuses to try and make them not so uber any more. And i increased the minmatar by about 5m/s or 10m/s.
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Korran Minare
Gallente Spaced Cowboys
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Posted - 2007.12.14 22:18:00 -
[47]
very nice, they look more well rounded now
Originally by: Korran Minare what would you put on space pizza anyway????
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.14 22:24:00 -
[48]
They're looking much better.
Hell, this is why you posted them right? To get other opinions and fine tune your designs so that CCP may take them as a serious option, now just to make sure this stays as a hot topic, and discuss any other possible issues until we get an official CCP opinion.
I think we're succeeding here honestly. The ships look well designed and balanced. I just hope to see these ships in a future patch.
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Balor Haliquin
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Posted - 2007.12.14 22:28:00 -
[49]
Thats why i put this up, i would rather it not be an excersise in futility. please tell others to look at this and give their ideas and thoughts, i would like some more constructive critticism.
I, as well, hope to see these in a future patch
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.14 22:41:00 -
[50]
One thing that would be a nice feature. Especially as these are Flagships is if, for these ships only, we could have a customized texture.
Now normally I'm against custom textures as they would greatly increase lag, however, these would be rare ships so wouldn't appear all that often, having a negligible effect of lag (you could even have the same thing available for Capital Ships maybe).
My basic idea is this. In a visible area on the ships hull you have the alliance or corporate logo. As though it's been painted onto the ship. This would make the ships more iconic in battle and a more impressive sight to be seen outside of combat. Could you imagine seeing a Flagship with FREGE or BRUCE written on it in huge letters in their specific logo. It would look amazing.
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Balor Haliquin
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Posted - 2007.12.14 22:50:00 -
[51]
Im not so sure, i would rather just to the stander colors for the specific factions. Ill honestly take what i can get from CCP. Plus i would rather not threaten lag upon the world of eve.
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.14 23:11:00 -
[52]
It would only cause lag if it was on common ships. Every ship loads a texture, now if all of them had there own texture lag would be awful. However if you only have 2 or 3 flagships on the screen... then you'll likely be loading 2 or 3 textures anyway so it'll make no difference. The only way it would cause lag is if loads of different corps all had their flagships in the same system at the same time, and what's the chances of there being that many flagships honestly (we're talking 30+ before it would make a difference).
I just think the idea of being able to put the corp/alliance logo on important ships would make them more individual and imposing. Plus, think about the moral.
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Balor Haliquin
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Posted - 2007.12.14 23:25:00 -
[53]
An idea, but again i would just like to see these shi[s make it through to the game before talking about tags on the side of them.
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.14 23:28:00 -
[54]
Agreed. It's just a nice additional point to think about as well. My priority with this thread is to bring it to CCP's attention and hopefully get this new class of ship considered. I just wish we had a little more support.
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Balor Haliquin
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Posted - 2007.12.14 23:36:00 -
[55]
Sread the word on EVE. That is what i have been doing, invite people to join the discussion.
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.14 23:45:00 -
[56]
I would but I can't log into my client at the moment. I think my graphics card is screwed. Whenever I log in I get 5 mins of play max and then my computer reboots, as though it's overheating.
I'm going to get my room-mate to take a look at it. He works in PC repair so he may be able to figure it out. Seems like a hardware problem to me but I'm a software person myself, not that up on hardware.
Anyway. I'll mention it where possible to others who may be interested.
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Eka Maladay
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Posted - 2007.12.15 00:20:00 -
[57]
Waaay over powered.
The ammar one for example, it will have about 90% resistance across the board, and tanks with cap stable at 2000 dps. The massive amount of drone bay will also make it one of those solo pwn mobile which is the reason CCP didn't make Heavy assault BS or command BS =/
I would love one, but it will be way too powerful.
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.15 00:37:00 -
[58]
Not really. It's powerful compared to other ships however when you consider you need a level of skill approaching that of a capital ship to pilot it it's really not that powerful when you really think about it.
Look at a dread or carrier, they have hundreds of thousands of HP where as the average battleship has what about 8 thousand... that's without tanking at all. If you can justify something with the "health" (for lack of a better word) of more than 200 battleships then you should be able to justify this ship for a very similar level of skill training.
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Balor Haliquin
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Posted - 2007.12.15 02:31:00 -
[59]
I would like to know how you came up with the numbers of 90% across the board and 2000DPS tank. I don't want to insult but mearly improve the desighne of the ships.
The drone bays on the ships are actualy the same or only slightly bigger than the standard versions of the ships. So as fars as getting a huge boost to DPS i relay can not see adding more than 200 to a ships DPS.
Now as far as fitting, realize that ships get an extra slot to play with but do not get a boost in their PG or CPU to make that slot a real advantage to the ship. One would eb able to put something with low fitting requirements but thats it.
Also allong with fittings the pilot would still have to make a choice between combat, tank, and support. Note that as far as i can tell, and please point it out if i am mistaken, each ship only gets two bonuses to its damage output. It gets at least one to its tank, and one for any misclianios or racial specific mod. So i realy can not see how it would get out of control on any of the stats.
I gave none of the ships any hit point boost save the Minmatar ones. The Maelstrom had the lowest hit points to beginwith so i gave them 500 i think. Some of the ships got a speed boost. And all of them got their two racial resistances boosted by 15 for the primary and 12.5 for the seconday. The only one that scares me and i will probably attack its stats in the future is the Artimus that has the massive drone bay of doom. But their are point for and against that being the way it is.
These ships would make prity poor solo ships because of their size and speed. Their element is in a fleet or small gang. AS i said before they are on average 15% better tank and 15% better damage. Nothing compared to the HAC and Command Ship.
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Balor Haliquin
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Posted - 2007.12.16 02:47:00 -
[60]
looking for more input into the idea. Please post reactions and suggestions.
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