[March] The Monitor Flag Cruiser

T3Battleship?

Like a BattleCruiser Assult Damage Control?

What if the ā€œMonitorā€ had a ā€œIntel relay moduleā€ (like a cargo scanner) and had to target fleet members to get info from the battlefield. After all most Commanders needs intel from allies to do their Job.

Then he would get agression timers from the targeted ally and get on the same kill mails.

No thoughts about server loads, but wouldn’t it solve the problem about FC’s not getting ā€œin on the actionā€?.

If the fleet member dies FC would have to get info from another ally…Which gives the enemy an advantage should they kill the enemy FC’s scource of info.

What do you think??

Time to use the Titans Resistance Pierce Module to Alpha Monitors…

Yes, because what the FC really needs is more things to have to do himself.

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I can see this ship being helpful for HORDE.

Especially against some of the ā€œless-greatā€ entities, our newer FC’s will get head-shotted on purpose, in the hopes that doing so will make the fight a turkey-shoot. Usually the exact opposite happens though, because the now-dead FC will just tell the fleet to get safe/get off the grid or have a secondary FC take over. Usually the fleet makes out safe and nobody has anymore fun.

That said, Manny is right about this ship needing probes. The current fleet mechanic is intrinsically linked to having an FC being able to warp his entire fleet around. For anyone who has been in a fleet where a dedicated prober is there and your FC doesn’t have probes, you can either:

  1. Move the FC out of the fleet command position and have the prober give fleet warps to probe results, and then fiddle with the fleet structure while in warp (Is super shitty to have to do) so that the FC goes back into the command position

  2. Have the prober warp to the enemy blob at range and then warp your fleet to that person. Again, this isn’t a great alternative

  3. Delegate fleet warps to someone else. This often can go wrong though, because communication between people is never going to perfect and when a decision is made on a split-second basis, chances are the guy in charge of fleet warps will do something that the FC simply did not want done.

The point is that the game is basically coded in a way that not having probes on the ship that warps the fleet around is, frankly, kind of game breaking.

Why not just add a probe-launcher like the zephyr has, with enough room for 8-16 combat probes in the module itself, that automatically comes fitted to the only high-slot available and can only be put on the monitor? I think that you have made the pgu/cpu so low on the monitor that there isn’t anything else that can be put into the highslots anyways? (Maybe an auto-targeter ?)

As a sidenote/edit, adding a civilian gun wouldn’t hurt anything and would certainly make the peanut gallery happy. It’s not remotely necessarily like a probe launcher is though, but I don’t see it being a negative thing either…

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More like an active module taht burns, say, nanite paste when it negates damage above the dps limit and has a reasonable reload. Then the utitlity can b balance on how much paste it uses, dps mitigated, reload time etc. Then an FC can use it and lose combat utility to a greater degree, or add combat utility but at risk of headshots.

It would allow for more strategic choices, but allow FC’s to still get in on the action to some degree.

That’s just a quick idea of the top of my head though, I was more wondering if a module solution had been considered, and if so why was it disregarded.

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Keep in mind, they explicitly don’t want this to become ā€˜the only ship FCs ever need’.

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Need more green paint on those killboards!!!

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Looking at it again, one of the major put-offs for this ship right now is how heavily split the EHP is between armor and shield.

What I might like to see is some way to shift between tanking in armor or shield as the primary, without having to fit a module or increasing the overall EHP. You could have a similar system to how T3Ds swap modes, and just have the resists move to that. There would still be an issue with swapping from one to the other when one tank fails in order to increase the actual damage taken. I think there are a few methods to do this with timers, cooldowns, or spool-ups.

Just get over it and make World of Spaceships already.

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I agree with the folk that say this is completely anti-sandbox and just promotes the idea that players don’t need to think anymore. Only thing left is for. this new ship to let the fc shoot the line members guns for them.

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Well, I guess if he WANTS to… I ws just a ssuming no FC would actually want to. Perhaps my mis-assumption. I certainly think the bulk of FCs would want to actually do something in addition to calling plays. But different strokes, I guess.

Eleuth

You forgot the FC being able to jump the line members’ ships through stargates/bridges.

thats basically saying you personally dont think it would be fun, and i should think what you think; or what you tell me to think… because everyone is like you… or should be… and if they arent like you, you will tell them that what they think is fun isnt fun and they shouldnt think it should be fun, they should think like you… and not have an opinion because…

Its an odd statement to make to be very honest but i feel i should somehow remind you that making someone incredibly difficult to kill in a video game is going to be a lot of ā€˜unfun’ for a lot of people, so im left a bit curious as to the actual validity of your statement.

Your also aware that ā€œFC’sā€ are indeed actually playing on some sort of strategic level right? so… again your statement leave’s me completely baffled: Tactics and strategy are real world concepts, even when you stick them in a video game they remain real world concepts, much of the pvp in eve is indeed via these actual REAL WORLD concepts, perhaps for some reason you cannot see this?

What this ā€˜ship’ screams at me is that in a system of lets say 2000 people with a multidude of skills, ships and fits that want to shoot each other and generally explode stuff theres this one dude that feels somehow that he not only matters more than everyone else (in a video game…) but that this one dude is the only one that shouldnt be primaried… because no one would be there if he wasnt… by that line of thinking alone i can only assume invincible logi is next on the list…
srsly?
get real dude, anyone whos been in a major alliance knows that more than half the prep is done by other people and more often than not the fc not only arrives late he hasnt organised a damn thing.

Go make your silly little ship, i look forward to exploding it; a lot.

Years ago the FC would have to move his own cynos, scout alts, covops alts, etc, but now people recognize the value of supporting FCs to do as much as possible to prevent burn out. A good FC is the most valuable asset an Alliance can have, a great FC is invaluable.

If this ship had probes it would be a great mid-level ship for FCs looking to get into large fights and not be headshot instantly because they aren’t flying a 2bil legion with a 2bil HG Slave clone. Its not a case of ā€œSome dude feels like he is importantā€ its the fact that if your FC gets headshot the fight 9/10 times will just end with one side disengaging and eventually after the FC gets headshot enough times he decides its not worth the effort and quits FCing/the game.

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You’ve somehow managed to flip a generic guideline principle into very thinking I’m setting the standard of fun. If you’d like I can open my mouth a little wider so you can shove more words in there if you’re not happy with what you’ve already done.

Since I specifically wasn’t addressing individual points, you can stop straw-manning your own arguments onto me. If you’d prefer not to do that, we could always talk about how you like ending content early and making fleet fights disappointing for line members and frustrating for FCs.

I’ll say it in plain words since you seem to have too wild an imagination: The validity of your argument aside, your reasoning for it was terrible.

is the formula here <base resistance>*(1+0.04*<flag cruisers lvl>) ?
becouse if so then at lvl 5 it will look like this: 0,9*(1+0,04*5) = 0,9*1,2 = 1,08 so 108% resistance, bad things happen if the resistance is above 100%, like 1 dmg to kill from full hp

This feels like a gigantic waste of resources. I’m going to start by taking a note off the first post. So here’s looking at you @CCP_Fozzie

I see absolutely no reason for this. A properly fit ship with logistics fills this role. Outside of making someone a special snowflake in a game of disposable snowflakes this would serve zero logic.

Why not just give it 99,999,999 shield hp and a recharge rate of the same per second? It would serve the same function. It would give exactly the same ā€œextremely survivable in large fleet combat situationsā€ feel.

So I will propose a simple, easy, and effortless adjustment to this ship. Scrap it. You can produce the same effect by making a shuttle with no cargo bay which does not show up on overview, can not be targeted, and has 99.99% resists.

No. If this ship is placed as a gate camp then it’s only purpose will be to prevent cloak. Cloak is a valid strategy for people. This would delete cloaking as an option in the game. If you want to keep track of a target’s status you get a combat ship.

Congradulations you just made a bumping ship. One step forward for gankers, one GIANT FREIGHTER elimination for eve kind.

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Lelob was right