not looking for implementation, rather, just food for thought. i was looking at checking on the specs of the Widow to see how much i could take out of it once Omega. and noticed that some T2 specializations only have 1 hull doing all the work whereas others have 2 ships each one with a specific thing.
so i went to make a revision of those classes that are missing a second line of ships, here’s what i came up currently:
1. Covert Ops:
for some reason i cannot grasp bombers and the actual covert ops frigates are grouped on the same basket. a pretty weird group so i’ve considered something, putting Bombers into their own specialization skill (and their own changes). Covert Ops frigates get divided into 2 hulls each one, one dedicated to scouting and the other for ambushing. these are the changes along with the new hulls:
-Exploration Covert Ops:
Anathema, Buzzard, Cheetah, Helios
Racial bonus per lvl is the same as their T1 version, Covert Ops bonus per lvl doesnt give bonus to combat probes but has bigger bonuses to regular and survey probes, Role bonus gets an extra +5 (or maybe 10) to the current +10 virus strength
-Combat Covert Ops (New):
Emissary, Nightjar, Cougar, Selene
Racial bonus per lvl gives 10% damage and 5% rate of fire, Covert Ops bonus per lvl gives 20% bonus to combat probes and not bonus to regular or survey probes, Role bonus gives a 100% damage bonus instead of virus strength bonus
both roles have the same stealth bonuses as they currently are, no changes were made there.
2. Stealth Bombers:
Bombers have their own thing going on so there’s no point on giving them extra roles. however, the torpedo and bomb bonuses could be separated in order to give a difference between torpedo bombers and actual bombers.
Purifier, Manticore, Hound, Nemesis
Racial bonus per lvl is the same, Covert Ops bonus changes the bomb bonus into a rate of fire bonus for torpedo launchers, Role bonus is the same as always
-True Bombers (New):
Condemner, Tarasque, Fox, Alecto
Racial bonus changes to Bomb explosion velocity and flight time along with bomb max velocity, Covert Ops bonus per lvl swaps Torpedo damage for Bomb damage and the current 5% bonus to Bomb damage becomes a rate of fire bonus for Bomb Launcher, Role bonus still the same.
specific damage type focus is still present in the Covert Ops bonuses, that emphasis wasnt changed.
3. Electronic Attack Frigates:
there’s something going on with these and their Recon relatives but they seems overloaded with roles which are mostly the same when they could each one reflect their respective faction EWAR doctrines. Navy versions of these are already combat focused so in order to not ■■■■ on them i just separate them into specific EWAR bonuses.
Amarr bonus per lvl -> same as the Crucifier
Electronic Attack bonus per lvl -> 80% optimal and 40% falloff for weapon/guidance disruptors, capacitor bonus unchanged
Amar bonus per lvl -> same as the current Sentinel but weapon disruption bonus changes to reduction in capacitor need for energy neuts and vamps
Electronic Attack bouns per lvl -> same as the current Sentinel as it was already cap warfare related
-Kitsune: no changes done, as its focused on Targetted ECM already
Caldari bonus per lvl -> 10% bonus to ECM Burst strength, 20% bonus ECM burst range
Electronic Attack bonus per lvl -> 15% reduction in ECM burst capacitor need, 5% bonus to capacitor capacity
basically the idea is that the Kitsune is the Targeted ECM version while the Tanuki focuses on burst jammer modules, something that no small ship can do anymore (as burst jammers became a Battleship specialty), Target Breakers could be a possibility but im not sure on the bonus for this one yet.
Gallente bonus per lvl -> unchanged
Electronic Attack bonus per lvl -> warp disruption range and activation cost bonuses swapped to Remote Sensor Damp range and activation cost bonuses
Gallente bonus per lvl -> 10% bonus to small hibrid turret damage, 7,5% bonus to small hibrid turret tracking speed
Electronic Attack bonus per lvl -> same as the current Keres
the Maulus Navy and the Mordus legion hulls already capitalize on warp disruption bonuses so i needed something to replace the gallente bonuses. for this case in particular, the Atropos is a blaster/rail focused EWAR with range and cap bonuses for scrams and long points.
Minmatar bonus per lvl -> unchanged
Electronic Attack bonus per lvl -> Stasis Webifier range swapped to Target Painter range
Minmatar bonus per lvl -> 10% bonus to small projectile turret optimal range, 7,5% bonus to small projectile turret tracking speed
Electronic Attack bonus per lvl -> same as the current Hyena
the Aardwolf falls in the same issue as the Atropos, its web bonuses come into issues with other hulls (mostly Serpentis and Blood Raider) so in order to not go into the extreme with it i converted it into a long range gunboat platform with a web bonus which doesnt come into conflict with the Navy Vigil as that one is missile focused.
4. Black Ops:
this one is tricky thing, Black Ops are pendant for a rebalance so im not sure what is CCP gonna come up with. IMO they should be treated in a way similar to Recons or my concept for Covert Ops. where there’s one Black Ops battleship focused on the Cyno work much like the current iteration, while there’s also a Combat focused one that strip all of that in favour of being able to use a proper covert ops cloaking device (the so wanted stealth warping battleship).
-Portal Black Ops:
Redeemer, Widow, Panther, Sin
they are the same Black Ops we are use to know. nothing changed here so far.
-Solo Black Ops (New):
these black ops are designed around solo hunting, they use the tier 2 battleship models (Apocalypse, Raven, Tempest and Megathron) and thus are bonused to use covert op cloaking devices instead of sporting covert jump portal capabilities or a jumpdrive.
Amarr bonus per lvl -> 10% bonus to Large Energy Turret damage, 5% bonus to Large Energy Turret activation cost
Black Ops bonus per lvl -> same max velocity bonus of all black ops, 7,5% bonus to Large Energy Turret tracking speed
Caldari bonus per lvl -> 10% bonus to Rapid Heavy, Torpedo and Cruise missile Damage, 5% bonus to Rapid Heavy, Torpedo and Cruiser missile launcher rate of fire
Black Ops bonus per lvl -> same max velocity bonus of all black ops, 7,5% bonus to Rapid Heavy, Torpedo and Cruise Missile explosion velocity
Minmatar bonus per lvl -> 5% bonus to Large Projectile Turret damage, 5% bonus to Large Projectile Turret rate of fire
Black Ops bonus per lvl -> same max velocity bonuses of all black ops, 5% bonus to Large Projectile Turret optimal and falloff
Gallente bonus per lvl -> 5% bonus to Large hybrid Turret damage, 7,5% bonus to Large Hybrid Turret tracking speed
Black Ops bonus per lvl -> same max velocity bonus of all black ops, 5% bonus to Large Hybrid Turret optimal range and faloff
with this i conclude the OP. there’s still some T2 specializations to tackle like Command Destroyers, Dictors, Hictors, Logistics and Marauders but i dont want to make this more extense than what it already is. so im going to leave those out.