"Minor" pirate factions

CCP is going to add a lot of new ships. Why not add even more? :grinning:
I suggest adding 4 new* pirate factions with unique approaches to ship design.

* EOM faction is already present in lore and mission NPC rats

Open questions:

  1. Naming of EoM and ACG ships
  2. Is this ships designs interesting enough to further develop them?
  3. Is frigate-destroyer-cruiser line is good or frigate-cruiser-battleship is preferable?
  4. Better backstory text. I’m bad writer.

Why minor?

This factions don’t have agents of nullsec space. Instead they live in lowsec.
BPC’s for ships will be dropped from elite rats and invented from same hull BPC’s. Materials for invention will drop from lowsec data signatures.

Because of lower influence they have frigate-destroyer-cruiser line of ships instead of common for major pirates frigate-cruiser-battleship line

Factions

→ Raging Phoenix ←
Hull faction: Caldary
Other faction: Minmatar
Why: to bring back old Minmatar dual-weapon ship style and create Minmatar-Caldary faction

Details

Backstory:
Minmatars (mostly of Brutor tribe) that worked in Caldary Navy but gone rouge when ordered to attack Tukker tribe nomads.
They took caldary ships (and their blueprints) and modified them with Brutor tribe philosophy in mind. Just add more firepower.

Ship naming pattern:
Names of reborn heroes of earth legends.

Ships design philosophy:
Caldary ships remade to use combined force of Projectiles and Missiles.
Have biggest potential damage output without damagemods but have small amount of low-slots and dual weapon systems.
Small use of drones

Ships
Frigate:
Hull: Kestrel
Caldari bonus: 10% to light missile and rocket damage
Minmatar bonus: 10% to small projectiles rate of fire
Role bonus 75% increased light missile rocket and small projectile turrets damage
Slots:
3 Hi 4 Med 2 Low
1 Turret 1 Launcher

Destroyer:
Hull: Corax
Caldari bonus: 10% to light missile and rocket damage
Minmatar bonus: 10% to small projectiles rate of fire
Role bonus: 50% bonus to light missile and rocket velocity and small projectile turrets optimal range
Slots:
7 Hi 4 Med 2 Low
3 Turrets 3 Launchers

Cruiser:
Hull: Caracal
Caldari bonus: 10% to light heavy and heavy assault missile damage
Minmatar bonus: 10% to medium projectiles rate of fire
Role bonus 50% increased light heavy and heavy assault missile and small projectile turrets damage
Slots:
5 Hi 6 Med 3 Low
2 Turrets 2 Launchers
Drones: 15/15

→ True Faith<-
Hull faction: Minmatar
Other faction: Amarr
Why: to create ships that use lasers falloff

Details

Backstory:
Minmatar outcasts that found new purpose in Amarr faith

Ship naming pattern:
Redemption vibes

Ships design philosophy:
Minmatar ships remade to use holy lasers
Have unique and huge bonus to laser turrets falloff
Small use of drones

Ships
Frigate: Redemption
Hull: Slasher
Minmatar bonus: 40% to small laser falloff
Amarr bonus: 5% to small laser damage
Slots:
3 Hi 4 Med 2 Low
3 Turret 0 Launchers

Destroyer: Repentance
Hull: Trasher
Minmatar bonus: 40% to small laser falloff
Amarr bonus: 5% to small laser damage
Role bonus: 50% to small laser turrets optimal range
Slots:
7 Hi 3 Med 3 Low
7 Turrets 0 Launchers

Cruiser: Apology
Hull: Stabber
Minmatar bonus: 40% to medium laser falloff
Amarr bonus: 5% to medium laser damage
Slots:
6 Hi 4 Med 4 Low
4 Turrets 0 Launchers
Drones: 50/25

→ EOM ←
Hull faction: Amarr
Other faction: Caldary
Why: to give already existing faction more representation in game

Details

Backstory:
EOM

Ship naming pattern:
WIP

Ships design philosophy:
Amarr ships remade to use shields and hybrid turrets
Have bad slot layout for shield tanking
Bid use of drones

Ships
Frigate:
Hull: Tormentor
Amarr bonus: 5% to small hybrids RoF
Caldary bonus: 4% to all shield resistances
Slots:
3 Hi 3 Med 4 Low
3 Turret 0 Launchers
Drones: 20/10

Destroyer:
Hull: Dragoon
Amarr bonus: 5% to small hybrids RoF
Caldary bonus: 4% to all shield resistances
Role bonus: 50% to small hybrid turrets optimal range
Role bonus 2: 25% to drone MWD speed
Slots:
5 Hi 3 Med 4 Low
5 Turrets 0 Launchers
Drones: 40/20

Cruiser:
Hull: Omen
Amarr bonus: 5% to medium hybrids RoF
Caldary bonus: 4% to all shield resistances
Slots:
5 Hi 4 Med 5 Low
5 Turrets 0 Launchers
Drones: 80/40

→ ACG organization ←
(Another Calgary-Gallente organization)
Hull faction: Gallente
Other faction: Caldary
Why: to create armor-tanked missile ships line that is not T2.

Details

Backstory:
Former CreoDrone shady wing that was deemed as “not CreoDron” after some half-failed missions.
They’ve used missile weapons to put blame onto Caldary. Operations was running smoothly until some victims managed to make high-quality video capture.
Unlike other similar groups this one managed to escape police and corporate forces and then return.

Ship naming pattern:
WIP

Ships design philosophy:
Gallente drone ships remade to use missiles
Armor tanked missile ships
No drones even on cruiser (and battleship)

Ships
Frigate:
Hull: Tristan
Gallente bonus: 7,5% armor repairer amount
Caldary bonus: 10% Thermal and Kinetic missile damage
Slots:
3 Hi 3 Med 4 Low
0 Turret 3 Launchers

Destroyer:
Hull: Alogos
Gallente bonus: 7,5% armor repairer amount
Caldary bonus: 10% Thermal and Kinetic missile damage
Role bonus: 50% to light missile and rocket maximum speed
Slots:
6 Hi 3 Med 4 Low
0 Turrets 6 Launchers

Cruiser:
Hull: Vexor
Gallente bonus: 7,5% armor repairer amount
Caldary bonus: 10% Thermal and Kinetic missile damage
Slots:
5 Hi 4 Med 5 Low
0 Turrets 5 Launchers

1 Like

“The Seven” … is a Serpentis gang (you can see them in some missions.) Could have some lore behind them breaking off and becoming their own thing.

I’ll also add this here, since it’s related. The post was about having ship lines for minor factions that already exist in the game. I’m not sure why I didn’t include EOM in that post.

1 Like

Khanid and Thukker tribe have representation in T2 ships. Eg. Vagabond is Thukker ship.

Ammatar mandate can theoretically be merged with Minmatar-Amarr faction concept but it’s unlikely that they will use minmatar hulls.

I’m aware of the t2 ships. those technically aren’t “faction” ships though.

This is true, they tend to use Ammar hulls, however you could have a schism in their ranks leading some to break away from the Ammatar. This would give room for a new design philosophy based on both Ammar and Minmatar tech.

Obviously they would need to use projectile weapons so they’re not just another copy of the blood raiders.

Alternatively, there could be an update to the faction lore, something like: “fed up with using the Amarr Navy’s hand-me-downs, the Ammatar decided to design their own line of ships that are designed around the concept of adaptability.”

Ship bonuses would be directed at lasers, projectiles, and missiles. Or perhaps they could have their own line of weapons that could use either laser crystals or projectile ammo.

dude, I have any idea for a mixed faction of amarr and trig.

They could expand on stuff like “scions of the superior gene” that already exists.

Looks like topic didn’t got attention.

Can I have some feedback?
Is idea just bad
or raw
or bad presented
other opinions
?

EVE already has 20+ factions and almost 400 ships. We don’t need any more…