notes: i was originally going to call them Incursion, Convoy or even Flag Battleship to make its role more explicit somehow allthought the intended role and features gets a bit blurry. my posts are usually throwaway ideas instead of serious suggestions so there’s a lot of inconsistencies usually.
Concept:
Raid Battleships represent a new strain of the battleship line oriented for regular fleet operations. unlike the Marauder which is designed for solitary activities in hostile environments or the Black Ops battleship designed for espionage operations in company of other stealth based hulls, the Raid Battleship is designed to serve as gateway and support for the fleet it commands or it makes part, in a manner similar to a miniaturized Titan or a larger Hictor.
Traits:
-“Tier3” battleships as base hull
-Mobile Disruption capabilities via a new “Cyno Inhibition Field Generator”
-jump and bridge capablities thanks to a new “Microjump Portal Generator” (basically a less consuming, subcap focused jump portal generator)
-defensive focus
-designed for small operations with smaller fuel bays
-combat capable but not a main damage platform
The Hulls:
1. Warlock( Khanid Innovations):
-Amarr Battleship bonuses per lvl:
4% bonus to all armor resistances, 5% bonus to Rapid Heavy, Torpedo and Cruise Missile Launcher rate of fire
-Raid Battleship bonuses per lvl:
10% range bonus to Cyno Inhibition Field Generator, 5% reduction in Microjump Portal Generator fuel requirements
-8 highs (6 launchers)
-4 mids
-7 lows
-can fit Microjump Portal Generators and Cyno Inhibition Field Generators
-model and stats based on the Abaddon
2. Pelican (Ishukone):
-Caldari Battleship bonuses per lvl:
4% bonus to all shield resistances, 10% bonus to Large Hybrid Turret optimal range
-Raid Battleship bonuses per lvl:
10% range bonus to Cyno Inhibition Field Generator, 5% reduction in Microjump Portal Generator fuel requirements
-8 highs (6 turrets)
-7 mids
-4 lows
-can fit Microjump Portal Generators and Cyno Inhibition Field Generators
-model and stats based on the Rokh
3. Atlas (Duvolle Labs):
-Gallente Battleship bonuses per lvl:
7,5% bonus to armor repair effectiveness, 5% bonus to Large hybrid turret damage
-Raid Battleship bonuses per lvl:
10% range bonus to Cyno Inhibition Field Generator, 5% reduction in Microjump Portal Generator fuel requirements
-8 highs (6 turrets)
-5 mids
-6 lows
-can fit Microjump Portal Generators and Cyno Inhibition Field Generators
-model and stats based on the Hyperion
4. Zweihander (Core Complexion Inc.):
-Minmatar Battleship bonuses per lvl:
7,5% bonus to shield boost amount, 5% bonus to Rapid Heavy, Torpedo and Cruise Missile Launcher damage
-Raid Battleship bonuses per lvl:
10% range bonus to Cyno Inhibition Field Generator, 5% reduction in Microjump Portal Generator fuel requirements
-8 highs (6 launchers)
-6 mids
-5 lows
-can fit Microjump Portal Generators and Cyno Inhibition Field Generators
-model and stats based on the Maesltrom
About the Cyno Inhibition Field Generator:
when i originally thought about the Raid Battleships the idea was that they were sort of like a flagship, being able to bridge the fleet but also provide some kind of utility during combat. Logistics and EWAR were the first things to come to mind but it would probably take out the job of EAFs and Logi Cruisers so i opted for looking into other ways of disruptiing enemy effectiveness. thus came the idea of these battleships being able to project a Cyno Jamming field via a special module which i thought it was more logical than give a specialized Deployables Hangar to the ship in order to carry the Mobile Cyno Inhibitors we already have in the game.
Cyno Inhibition Field Generators are a new active module that fuses the technology of the Mobile Cyno Inhibitor and the Warp Disruption Field Generator. the module is intended to have less range than the deployable as tradeoff for being equipped on a mobile source.
the base ranges for this module were thought to be around 30-40 km, or even 50 km cyno jamming range, much larger than a Hictor bubble but still small enough to not overshadow the deployable structure (which has 100km effect range once online). perhaps have some kind of script but im not sure what would be the tradeoff taking in account they only disrupt ships from jumping inside.
-traits:
- inmovilizes the ship that carries it
- has a cooldown period before the ship can gain mobility once deactivated
- smaller range compared to a Mobile Cyno Inhibitor
- larger range than warp disruption bubbles
- instant cyno jamming and cancels out any beacon active both for the attacker and the defenders
- doesnt disrupt warping
About the Microjump Portal Generator:
as i said above, the Raid Capital is designed to bridge a fleet of subcaps in order to unleash havoc on the unsuspectfull. unlike blops this means a larger array of options, but there’s an issue. Titans provide this service already, so i thought, why still need a supercap to do this work when technology has gotten to the point of allowing a Destroyer to Microjump a fleet?
the Microjump Portal Generator is the answer to this. its a miniaturized version of the Titan Jump Portal which instead of limiting the access to covert ships like it happens with a BLOPs, allows any kind of Subcap to jump.
there’s still the catch that you need a ship to light the Cyno on the other side but this is pretty much the same for all bridges and jumpdrives so no big deal. with this tool, a subcap fleet is capable of moving around systems without having to go against gatecamps and without the need of a capital ship to open the bridge for them, all while the bridging ship can travel with the fleet and participate thanks to its disruption module.
-traits:
- less fuel consumption
- less distance coverage
- shorter activation cycle
- works only with subcapital ships
- jump fatigue still applies
- has a cooldown period before a new portal can be opened