Domania Triglavian Collective Command Ship

Domania Triglavian Collective Command Ship

[ Trait ]
( Ship Characteristics )
Support
Combat
Energy Destabilization
Armor
Entropic Disintegrators
Medium

( Command Ship bonuses (per skill level) )
10% bonus to ship armor hitpoints
10% bonus to Heavy Entropic Disintegrator Damage
3% bonus to Skirmish Command and Information Command burst strength and duration

( Precursor Battlecruiser bonuses (per skill level) )
10% 5% bonus to Heavy Entropic Disintegrator maximum range tracking speed
4% bonus to all armor resistances

( Role Bonus )
Can use two Command Burst modules
100% bonus to Command Burst area of effect range
25% bonus to Heavy Entropic Disintegrator optimal range
50% reduced Energy Neutralizer capacitor need
50% reduced Remote Armor Repairer capacitor need
50% reduced Smart Bomb capacitor need
100% bonus to Remote Armor Repairer range

[ Description ]
A modification of the Collective’s Drekavac-class battlecruiser, the Domania takes the core or the Triglavian hull design and completely overhauls it to produce a potent example of the command ship type of vessel. The Domania’s design has taken principles and technology from the Amarr Damnation-class of command ship, while retaining the energy systems and characteristic weaponry of Triglavian ships.

As a command ship, the Domain can use multiple command bursts, while its Triglavian core systems give it advantages in the use of energy neutralizer and pulse weapons, as well as remote armor repairers.

[ Attributes ]
( Structure )
Structure Hitpoints: 5,720 HP
Capacity: 1,050 m3
Drone Capacity: 100 m3
Drone Bandwidth: 50 Mbit/sec
Mass: 9,450,000 kg
Volume: 233,000.0 m3 (15,000.0 m3 Packaged)
Inertia Modifier: 0.91 x
EM Resist: 33%
Thermal Resist: 33%
Kinetic Resist: 33%
Explosive Resist: 33%

( Armor )
Armor Hitpoints: 6,400 HP
EM Resist: 50%
Thermal Resist: 75%
Kinetic Resist: 25%
Explosive Resist: 65%

( Shield )
Shield Capacity: 1,475 HP
Shield recharge time: 1,250.00 s
EM Resist: 0%
Thermal Resist: 50%
Kinetic Resist: 40%
Explosive Resist: 85%

( Capacitor )
Capacitor Capacity: 3,375.0 GJ
Capacitor Recharge time: 400.00 s

( Targeting )
Maximum Targeting Range: 70.00 km
Maximum Locked Targets: 7
Signature Radius: 250 m
Scan Resolution: 252 mm
Radar Sensor Strength: 27 points
Magnetometric Sensor Strength: -
Gravimetric Sensor Strength: -
Ladar Sensor Strength: -

( Propulsion )
Maximum Velocity: 144 m/sec
Ship Warp Speed: 4.00 AU/s

[ Fitting ]
CPU Output: 495.0 tf
Powergrid Output: 1,600.0 MW
Calibration: 400 points
Turret Hardpoints: 1
Launcher Hardpoints: 0
High Power Slots: 6 5
Medium Power Slots: 4
Low Power Slots: 6
Medium Rig Slots: 2

[ Requirements ]
Command Ships I
Precursor Battlecruiser V

[ Mastery ]
Same as Drekavac, plus the following.

  • Skirmish Command Bursts
  • Information Command Bursts

[ Industry ]
( Reprocessed materials )
Morphite: 160 Units
R.A.M.- Starship Tech: 18 Units
Radar Sensor Cluster: 346 Units
Titanium Diborite Armor Plate: 4,760 Units
Sustained Shield Emitter: 167 Units
Radiation Absorption Thruster: 120 Units
Singularity Radiation Convertor: 31 Units
Zero-Point Field Manipulator: 1600 Units
Trinary State Processor: 2,500 Units
Lattice Locked Dekaisogen: 112 Units

[ Skins ]
Monetize!

[ Notes ]
The Kikimora Wikipedia page links to Domovoy. Domania is the female version. A quick pass at the numbers was made by comparing T1 Prophecy to T2 Damnation, while referencing Drekavac, Kikimore/Draugur and Vedmak/Ikitursa. The goal was to quickly hammer out something complete, instead of shooting for perfect balance. I jumped in and made this after mentioning a Triglavian Command Ship in my Triglavian Collective Command Mindlink post. Kikimora mastery should also include skirmish and information command bursts.

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Alternatively, it could be interesting to have a command ship designed around capacitor. Some sort of an armored cap battery that gives boosts. We cap chain in J-space. As far as lore goes, the neut/nos resistance could be some of the technology that went into the Monitor Flag Cruiser.

[ Trait ]
( Command Ship bonuses (per skill level) )
10% bonus to ship armor hitpoints
15% resistance to energy neutralizer, and energy nosferatu
4% bonus to Skirmish Command and Information Command burst strength and duration

( Precursor Battlecruiser bonuses (per skill level) )
10% bonus to Heavy Entropic Disintegrator Damage
4% bonus to all armor resistances

( Role Bonus )
Can use two Command Burst modules
25% bonus to Heavy Entropic Disintegrator optimal range
50% reduced Energy Neutralizer capacitor need
50% reduced Remote Armor Repairer capacitor need
50% reduced Smart Bomb capacitor need
100% bonus to Remote Armor Repairer range

This should be to Armour Command and Information Command.

After all its operating with ships that use armour tanking and reping more than kiting.

The Draugur is skirmish/info. Why should a Triglavian command ship be any different? If you want armor, why not just fly Gallente (armor/skirmish) or Amarr (armor/info)?

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You couldn’t make that ship any more OP?

11 bonuses? 10%/level for damage, range and armor HP?
6 high slots? That is 5 utility highs…

Any other Command ship gets 5 bonuses.

:grimacing:

I count 5 or 6 bonuses on the racial command ships, depending on the type. Standard Triglavian bonuses plus standard command ship bonuses worked out to a total of 10 or 11. I guess Triglavian ships tend to have 4 standard role bonuses, so the 25% bonus to Heavy Entropic Disintegrator optimal range does not belong on the command ship even though the Drekavac has it. That takes the bonuses down to 9 or 10.

The racial command ship had a couple more high slots than the racial T1 used for comparison. It looks like the T1 with the fewest high slots was used. Does it make sense for a command ship to have the same high slot layout as the T1 variant? Draugur has one more high slot than Kikimora. Racial command ships also seem to be gaining a utility slot compared to the T1s. The racial command ships do seem to be losing a low slot, so 6 lows looks right.

10% bonuses are seen on command ships and Triglavian ships. Admittedly, these tend to be the missile variants. Does something like 5% tracking make more sense than 10% range? Vulture/Damnation have 10% shield/armor bonus. Not that that means the combined bonuses make sense as posted.

A quick first pass is not expected to be balanced, so suggestions are welcome. The extra role bonus was a good catch. What else would be more in line with both existing Triglavian ships and existing command ships?

Is this being presented as an Attack Command ship or a Fleet Command ship?

Consider the class of ships you are aligning with.

The bonuses and stats presented are just so overpowered in comparison to the other Command ships. While they might look good from a Trig perspective they are oppressive in the ship class.

Looking at the other T2 trig ships, they have assault ships, a command destroyer and logistics. Neither an attack command nor fleet command seems out of place given the focus on attack and logistics. As the Triglavian ship tree stands, they only have one T2 of each type, to the extent they have one at all.

Quite frankly, the specific bonuses are neither here nor there. Something needed to be listed to get a discussion started. The only mandatory bonuses are the standard Triglavian bonuses and either attack or fleet boost bonuses. That gives us the following list.

[ Trait ]
( Command Ship bonuses (per skill level) )
??? Two bonuses ???
[ATTACK] 4% bonus to Skirmish Command and Information Command burst strength and duration
[FLEET] 3% bonus to Skirmish Command and Information Command burst strength and duration

( Precursor Battlecruiser bonuses (per skill level) )
??? Two bonuses ???

( Role Bonus )
Can use two Command Burst modules
[FLEET] 100% bonus to Command Burst area of effect range
50% reduced Energy Neutralizer capacitor need
50% reduced Remote Armor Repairer capacitor need
50% reduced Smart Bomb capacitor need
100% bonus to Remote Armor Repairer range

Note that the Triglavian bonuses make the utility slots more effective. I doubt a remote rep + neut + smart bomb fit makes sense all at the same time. You are probably either spider repping, smart bombing or neuting.

Assuming the attributes, fitting, and industry are workable, what bonuses are not oppressive? Or are the stats more out of whack than the other Triglavian ships when compared to the racial counterparts? Standard footnote about Triglavian ships simply being OP here.

Also, note the Drekavac bonuses. standard Triglavian, plus the following. A command ship would be the T2 version.

[ Trait ]
( Precursor Battlecruiser bonuses (per skill level) )
10% bonus to Heavy Entropic Disintegrator damage
4% bonus to all armor resistances

( Role Bonus )
Can use one Command Burst module
50% bonus to Command Burst area of effect range
25% bonus to Heavy Entropic Disintegrator optimal range

Drekavac can use a command burst. Therefore, the obvious template for a command ship is a Drekavac with two command bursts, plus a couple of other bonuses. The question then becomes, what are those bonuses? The existing command ships, both attack and fleet command, seem to give a bunch of weapon bonuses. The exceptions are the two ships that give a +10 armor or shield bonus.

Alternatively, would a defensive command ship, or a ship with a focus on something like cap transfer be oppressive? It would certainly differentiate it from the other command ships and the Drekavac. The potential problem is that the Zarmazd already fills a cap transfer niche. A BC class Zarmazd that gives boosts definitely does not make sense.

I do not know that the numbers are correct, but something like the following is the basic idea. Armor could be swapped for one of the bonuses. The idea is an energy hub with burst bonuses to info and skirmish. The Drekavac weapon damage bonus could also be swapped in.

[ Trait ]
( Command Ship bonuses (per skill level) )
10% reduced Remote Capacitor Transmitter capacitor need
15% resistance to energy neutralizer, and energy nosferatu
4% bonus to Skirmish Command and Information Command burst strength and duration (or fleet command bonuses instead)

( Precursor Battlecruiser bonuses (per skill level) )
20% bonus to Remote Capacitor Transmitter range
4% bonus to all armor resistances

( Role Bonus )
Can use two Command Burst modules
Standard Triglavian bonuses

Thats the point, the command destroyer is set to much the faster smaller ships.

The Drekavac command should match the requirements for leshak and attack dreks, all focused on armour tanking and good locking.

I disagree. Don’t get me wrong, I’d love a bonus to armor command bursts, but skirmish/info would keep things consistent with the draugur (all other command destroyers and command ships have the same bonuses for their race), and give it a unique set of bonuses when compared to the other races.

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I didn’t pour through all the various stats and slot layouts, but the bonuses (post correction) do seem to be a logical extrapolation of trig ships and the empire command ships. Like, have you seen the bonuses on the Draugur? It gets all the bonuses you’d expect on a command destroyer, plus the typical trig bonuses. I mean, you can say the same thing about all the trig ships. They’re all currently OP. Fortunately, this is balanced to some extent by their much higher price tag. So, as far as I’m concerned, this is fine as long as it ends up costing as much as you’d expect for a trig command ship.

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