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[December] Command Destroyers

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C C P Alliance
#1 - 2015-11-17 13:51:08 UTC  |  Edited by: CCP Logibro
Here is a feedback thread for some awesome new ships, Command Destroyers!

So here's the basics. We are adding a new line of Tech II destroyers based on the Algos, Dragoon, Corax and Talwar along with a new type of module called the Micro Jump Field Generator, which the new Destroyers will have exclusive access to. I'm going to go through some basic questions here at the top and then give you all the details after.

First, why Command Destroyers? We have always wanted to do a line of smaller ships that could provide gang support, but we expected to wait until after a rework of the ganglink mechanics, but here we saw a perfect opportunity to bring you this awesome new module and combining the role with gang support seems ideal. We still want to rework links and think these will slot in perfectly to that rework when it happens, but in the mean time you guys get a few awesome new tools.

Second, how exactly does the Micro Jump Field Generator work? This module is exactly like a Micro Jump Drive except that when it fires, it pulls any ships nearby along with it for the jump. There's a lot of specifics to consider here but the big restrictions you need to know are that you cannot use this module in high sec, you can not pull invulnerable targets (ships that have just undocked or just jumped through a gate and are still cloaked), you can not move capitals, and you can not jump into starbase shields. You CAN however do a lot of really crazy thing such as pull bombs that are midair, pull dictor bubbles or chain multiple jumps in a row using several Command Destroyers. As for numbers, we have a base spool up time of 9 seconds, a reactivation delay of 160 seconds, a pull radius of 6km from the ship and a jump distance of 100km. The module requires 5 PG and 31 CPU to fit and requires the same skill as normal MJDs to use.

Now, for the ships themselves. We are aiming to have a set of destroyers that are both faster and more resilient than either their Tech I counterparts or Interdictors, but sacrifice offense. This should make the support role, whether with MJFG or links, easier to fill while leaving them vulnerable to abuse in combat. Their weapon systems will be missile or drone based, like their base hulls.

Here are the bonuses:

MAGUS
Gallente Destroyer Per Level:
10% Bonus to Drone Damage
4% bonus to armor resists
Command Destroyer Per Level:
2% to Armor and Skirmish Warfare link effectiveness
5% reduction in MJFG spool up time
Role: 95% Reduction in Powergrid Requirements for Warfare Links
Role: 50% Reduction in MWD Penalty Signature Bloom
Role: Can fit Micro Jump Field Generators
Role: Can fit one Warfare Link

PONTIFEX
Amarr Destroyer per Level:
10% Bonus to Drone Damage
4% bonus to Armor Resistances
Command Destroyer per Level:
2% to Armor and Information Warfare link effectiveness
5% reduction in MJFG spool up time
Role: 95% Reduction in Powergrid Requirements for Warfare Links
Role: 50% Reduction in MWD Penalty Signature Bloom
Role: Can fit Micro Jump Field Generators
Role: Can fit one Warfare Link

STORK
Caldari Destroyer per Level:
10% to Rocket and Light Missile Damage
4% Bonus to Shield Resistances
Command Destroyer per Level:
2% to Siege and Information link effectiveness per level
5% reduction in MJFG spool up time
Role: 95% Reduction in Powergrid Requirements for Warfare Links
Role: 50% Reduction in MWD Penalty Signature Bloom
Role: Can fit Micro Jump Field Generators
Role: Can fit one Warfare Link


BIFROST

Minmatar Destroyer per Level:
10% bonus to Rocket and Light Missile Damage
4% bonus to shield resists
Command Destroyer per Level:
2% to Siege and Skirmish Warfare link effectiveness
5% reduction in MJFG spool up time
Role: 95% Reduction in Powergrid Requirements for Warfare Links
Role: 50% Reduction in MWD Penalty Signature Bloom
Role: Can fit Micro Jump Field Generators
Role: Can fit one Warfare Link


And for their attributes I'm using a google doc this time for better readability: ATTRIBUTES

As always, we look forward to your feedback. With these ships I'm especially interested in any opinions or insights on the powergrid and CPU numbers, as the ships will probably get used a few different ways and I'm not positive we've accounted for all of them.

If you have any questions or need clarifications please ask, and don't be surprised if there's a typo here and there that needs fixing :)

Thanks !

@ccp_rise

Minmatar Republic
#2 - 2015-11-17 13:55:36 UTC  |  Edited by: ChromeStriker
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

SO stoked for these Big smile

Would say this calls for a T3D balance pass first tho (cough svipul cough)... otherwise your effectivly buffing them in gangs (easy skirmish/siege links)

Edit:
o/ hi chit-chat

No Worries

Pandemic Legion
#3 - 2015-11-17 13:59:09 UTC
Please tell me I'm not the only one who sees this as another way to attempt to limit fleet sizes/tactics?
C C P Alliance
#4 - 2015-11-17 14:02:35 UTC
Cephei Kells wrote:
Please tell me I'm not the only one who sees this as another way to attempt to limit fleet sizes/tactics?


More than any module/mechanic I've worked on, this is an attempt to expand fleet sizes and tactics, not limit them. I believe (as long as the numbers end up somewhat balanced) this is one of the most promising 'sandbox' module/ship additions we've done recently and the fact that we have no idea what players will do with it feels really great and exciting.

@ccp_rise

#5 - 2015-11-17 14:04:39 UTC  |  Edited by: Xenontechs
Quote:
Gallente Destroyer Per Level:
10% Bonus to Drone Damage

Amarr Destroyer per Level:
10% Bonus to Drone Damage

Caldari Destroyer per Level:
10% to Rocket and Light Missile Damage

Minmatar Destroyer per Level:
10% bonus to Rocket and Light Missile Damage


I get that these are the big brothers of other ships with these sort of bonuses, but I'd love to see more weapon types

edit: ok with interdictors in mind this may fit actually... there we have everything except drones
edit2: and lazors are missing too
Minmatar Republic
#6 - 2015-11-17 14:05:21 UTC  |  Edited by: ChromeStriker
Are there any prerequisites for the command destroyer skill??

Also does this mean your going ot change the weapon types on interdictors to match their T1 counterparts and continue the weapon progression? (Hybrids on the flycatcher?)

No Worries

#7 - 2015-11-17 14:06:57 UTC
The drone combat capabilities limiting for the Gallente and Amarr seems to be a bit harsher. I'd take 50% durability instead of 50% damage if i had the choice. The other 2 might lack any application bonus, but at least they can't loose their main weapon so easily.
A Band Apart.
#8 - 2015-11-17 14:07:35 UTC
ChromeStriker wrote:
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

SO stoked for these Big smile

Would say this calls for a T3D balance pass first tho (cough svipul cough)... otherwise your effectivly buffing them in gangs (easy skirmish/siege links)


Stoked....or Storked? :D

These look like they could be fun ships for small gangs.
HYDRA RELOADED
#9 - 2015-11-17 14:08:29 UTC
Super cool

Contributer to Eve is Easy:  https://www.youtube.com/user/eveiseasy/videos

Solo PvP is possible with a 20 day old character! :) https://www.youtube.com/watch?v=BvOB4KXYk-o

Unspoken Alliance.
#10 - 2015-11-17 14:08:49 UTC
Does a scram shut it off like a regular MJD?
#11 - 2015-11-17 14:08:58 UTC  |  Edited by: Minchurra
Does the new group MJD move everything 100km in the direction the destroyer is moving, or does it move each ship in range 100km in the direction they were originally moving?

The role bonus says "can fit one warfare link", does this mean there is a hard restriction on the number that can be fitted (like a damage control), or does it mean I can fit as many as I want but only use one at a time (like battlecruiser links)? If I fit command procs can I use two or three at once?

You mention I cannot MJD into a pos, how will this work? Do things appear inside and then bounce off? Is the activation cancelled? Do ships just spawn on the edge of the shield? Can I jump out of a pos?

Can I MJD NPC ships like rats? What about deployables like mobile depots and anchorable bubbles? Does it also teleport drones?

Any possibility of the Minmatar/Gallente ships getting an active tank bonus instead of a passive to mirror the Command ships?

You probably don't have time to answer all of these but a little more information in your post would be appreciated so I have to spend less time on the test server working it out myself. P
#12 - 2015-11-17 14:10:06 UTC
They're really not differentiated much between races, are they? Just in the bonus types they give. Might as well have just made it one ship from the ORE lineup, or something. Granted, the extra art assets are cool, but I fail to see what justifies making four of these as opposed to one.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

#13 - 2015-11-17 14:10:21 UTC  |  Edited by: Yngvar ayShorn
I am able to fly to a Titan and jump that massiv Ship 100km away in my small tiny Command-Destroyer? Shocked

Edith: Rise addet this in OP.

+250.000 Skillpunkte für neue Accounts mit meinem Link!  -->> Klick mich <<-- -- Minmatar FactionWar --

Spaceship Bebop
#14 - 2015-11-17 14:10:24 UTC
Definitely one of the most interesting introductions to the game for a while - Think it's going to affect lowsec warfare an awful lot.

Rise: What are the limits on the size of ships that can be jumped?
Vote Steve Ronuken for CSM
#15 - 2015-11-17 14:11:37 UTC
ChromeStriker wrote:
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

SO stoked for these Big smile

Would say this calls for a T3D balance pass first tho (cough svipul cough)... otherwise your effectivly buffing them in gangs (easy skirmish/siege links)



So Storked?

Edit: I'm slow Sad

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Gallente Federation
#16 - 2015-11-17 14:11:38 UTC
BY THORS HAMMER..

THE BIFROST IS HERE!!!

Yaay!!!!

Minmatar Republic
#17 - 2015-11-17 14:11:50 UTC
Is 6km the base range of the module?
Can it be extended or is it a fixed value and not depending on skills?
Shadow Cartel
#18 - 2015-11-17 14:14:06 UTC
Quote:
We still want to rework links


when? this is one of the most broken things in game, but it gets no attention
skill urself
#19 - 2015-11-17 14:14:09 UTC
i think more than 1 link is required to justify a wing or fleet command position, even in a small fleet
HYDRA RELOADED
#20 - 2015-11-17 14:14:11 UTC
ChromeStriker wrote:
Are there any prerequisites for the command destroyer skill??

Also does this mean your going ot change the weapon types on interdictors to match their T1 counterparts and continue the weapon progression? (Hybrids on the flycatcher?)


On SISI it requires Leadership 5, Warfare Link Spec 4 (Approx 10 days of skill training time if you do not have those). + Racial Destroyer V.

Contributer to Eve is Easy:  https://www.youtube.com/user/eveiseasy/videos

Solo PvP is possible with a 20 day old character! :) https://www.youtube.com/watch?v=BvOB4KXYk-o

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