The subject says it all…
If CCP were to carry out another Tech 3 expansion, what ship classes/types would you like to see? And what capabilities would you want to see in the subsystems?
Please note that this thread is purely about what classes/types we want to see and their capabilities, not whether or not we actually want to see it.
Examples would include Mining ships, Battlecruisers, or a Battleship, that could warp while cloaked. Obviously the power of these ships could be balanced by high skill requirements etc. I will build up a list over time on this opening post, based on what kinds of answers I get.
My own personal preference is clearly for the Battleship and Battlecruiser, and CCP could easily justify their introduction to the game as being the 4 main Factions’ response to the Triglavian threat and their new Tech 2 ships, which are apparently going to be released this year.
The ‘want-to-see’ list is below… Enjoy, and please keep it nice!
Frigate
Interception Drive (dual AB/MWD use)
Interception Entanglement (dual Warp Disruption/Scrambler use)
Shuttle
Has some fitting slots
Is immune to warp bubbles, disruptors, scramblers
Industrial
Salvage - can scan down wrecks and other salvageable objects not normally salvagable
Battlecruiser
Defensive subsystem: Covops Reconfiguration
Battleship
Defensive subsystem: Covops Reconfiguration (it’s a major advantage for a battleship to warp while cloaked, so should require high skills to get into the ship or fit the subsystem, like Covert Ops 5)
+7.5% to shield/armor boost per level
+7.5% to overheating shield/armor boost per level
Shield version: +1 High slot, +3 Mid slots
Armor version: +1 High slot, +1 Mid slot, +2 Low slots
Defensive subsystem: Amplification Node - Gives total +50% shield/armor boost bonus, same again if overheated.
Shield version: +3 Mid slots, +1 Low slot
Armor version: +2 Mid slots, +2 Low slots
Defensive subsystem: Supplemental Screening - Gives total +50% shield/armor hitpoint boost, same again for overheating shield hardeners. Makes for a terrifying tank, but requires multiple shield/armor skills to lvl 5, and probably neglects cap in some way.
Shield version: +2 Mid slots, +2 Low slots
Armor version: +1 Mid slot, +3 Low slots
Offensive subsystem: Super-heavy Drone damage subsystem (but not a form of light carrier)
Offensive subsystem: Entropic Disintegrator
Offensive subsystem: Racial weapons with Very High damage-application, with small or no increase in dps over existing Tech2/Faction battleships. Examples are below:
Gallente Offensive subsystem (Blasters, Requires Large Blaster Specialisation 5)
+20% damage per level
+15% tracking per level
+5% optimal range per level
+5% falloff per level
Gives 6 Turret hardpoints (to leave spare utility high slots)
Because this weapon is more powerful than any other sub-capital Blaster ship (12 effective Blasters), it has very high skill requirements to get into (Blaster Spec 5), but the offensive subsystem skill is the same as for the Proteus, so once you have trained the main requirements, you may already have that to subsystem skill to level 5 from previous Proteus training. I think the different and high skill requirements for each battleship subsystem is an important part of the balance.
Caldari Offensive subsystem (Missiles, Requires Torpedo & Cruise Missile Specialisation 5)
+15% damage per level
+15% missile velocity per level
+15% explosion velocity per level
+15% explosion radius per level
+6 Launcher hardpoints (10.5 effective launchers, leaves spare utility high slots)
Minmatar Offensive subsystem (Projectiles, Requires Large Artillery & Autocannon Specialisation 5)
+7.5% damage per level
+10% rate of fire per level
+10% falloff per level
+10% tracking per level
+6 Turret hardpoints (12.375 effective Guns, leaves spare utility high slots)
Amarr Offensive subsystem (Lasers, Requires Large Beam & Pulse Laser Specialisation 5)
+10% damage per level
+10% rate of fire per level
+10% optimal range per level
+7.5% tracking per level
+5 Turret hardpoints (11.25 effective Lasers, leaves spare utility high slots, and less cap drainage from lasers)
Core subsystem: Suped up Bastion mode (e.g. can still move, but no prop mods active, requires Marauders 5)
Can fit Bastion Modules
Shield version: +1 High slot, +3 Mid Slots, +1 Low Slot
Armor version: +1 High slot, +1 Mid Slot, +3 Low Slots
Core subsystem: Targeted Cyno disruption, maybe combined with Blackops jump drive functionality.
Propulsion subsystem: Gravity Wave Star Jump - Can jump between nearby star-systems on it’s own without Cyno (but requires uber skills, like Blackops 5/Jump Drive Calibration 5). The only trouble is, you won’t know where you will appear in the system, and there is a small chance you end up in a completely different system to the one you intended! Can also fit a cynsaural field generator, but not the Jump Portal Generator.
Propulsion subsystem: Restrained MJD (halves distance travelled by MJD, halves spool time and reset time too), alongside other warp/sub-warp prop bonuses.