Forums » Suggestions

Shielded Player Ships

12»
Feb 22, 2010 Surbius link
Since there seems to be interest in ship updates, I was wondering about profession specific ships that are shielded.

One example on my mind is trade based, call the following whatever you like, I'll call it a Behemoth XC Mk2.

Insert Name
Requirements: -/-/-/13/-, Trade Master I
Armor: 40,000
Shield: 10,000 (2,500/sec) 5 second full recharge after knockout.
Cargo: 500cu
Ports: None. (Integrated storm radar extender.)
Mass: 75,000 kg
Thrust: 800 N
Turbo Thrust: 1,400 N
Speed: 65 m/s
Spin Torque: 20.0 Nm
Turbo Speed: 150 m/s
Drain: 50/s
Cost: 1,000,000c

Another example is an attack oriented ship such as a Ragnarok, say Ragnarok MkIV for starters.

Insert Name
Requirements: 12/10/12/-/-, PVP 1,000
Armor: 25,000
Shield: 5,000 (1,000/sec) 6 second full recharge after knockout.
Cargo: 6cu
Ports: 1S, 1L, 4 Turrets
Mass: 22,000 kg
Thrust: 500 N
Turbo Thrust: 900 N
Speed: 65 m/s
Spin Torque: 11.0 Nm
Turbo Speed: 170 m/s
Drain: 52/s
Cost: 500,000c

Merely suggestions but I wonder what the rest of you think about such ideas; of course even if a majority agreed, there is the limiting factor of implementation.
Feb 22, 2010 peytros link
I don't like the idea of sub capital class ships having shields especially ones that have such high armor and a fast recovery rate after knock out. I mean 40k for a player moth? That is twice what a standard moth has and 4 times what a regular XC has. I think if it is going to have a shield it should have the same armor as a regular XC at most the same as a regular moth.

Generally I think this would lead to less player interaction as traders wouldn't need escorts as much and rag bombers would not need as much fighter cover to survive.
Feb 22, 2010 davejohn link
Well, the moth used to have 40 k armour and turboed at 180 iirc.

I like the suggestion from a personal point of view, but I think it might be a bit imbalanced while player numbers are still a bit low.

Once there are groups of pirates attacking groups of traders then I can see it being a good addition, a focus for activity.
Feb 22, 2010 Impavid link
I like the idea of players having shields for ships, but I think a new class of ship would be the way to go rather than new variants. Surbs stats are far too high across the board (a Trident can only carry 300cu, there are probably less than 10 players with Trade Master 1, recharge is ridiculous, etc.).

I would like to see a ship class with shields that falls between Heavies and player owned cap ships. Larger than a moth but not unruly to pilot.

I suggest the following two classes:

Gunship Class
-Heavily Armored
-Medium level Shields
-Designed as turret platforms (devs, we need more turret weapons with better autoaim) with limited direct PvP weapons (perhaps 1 port for missiles or mines) for multiple players.
-Strafe thrust should be limited but turn rate, forward and turbo thrust should be high enough to allow straight and direction change maneuverability. In other words, you should be able to fly in a straight line and make course changes effectively, but not dogfight.
-It should be able to dock and undock at a station as normal (Devs have you considered simply instance replacing all the docks with larger openings? I know your stations are built from all the same parts, are they separate entities when they're done or referenced parts assembled in a certain way?)
-none extremely limited cargo space. Combat only.

Heavy Cargo Class
-Average armor for it's size
-Heavily Shielded with high recharge rates
-Designed as a bulk cargo craft, 300-1000cu (It should fly the same whether loaded with swarms or empty), but slow acceleration, low maneuverability and low top speeds. It's armor and shields are meant to keep it safe. (It should fly a tad worse that a heavily loaded XC)
-some turrets for defense, perhaps Lports for mines or missiles
-Other options: Integrated storm scanner.
Feb 22, 2010 tarenty link
I think these are both good ideas, but we have the factor of time. The Devs are already pressed to get many things done (such as faction redux, economy, etc) and designing a new ship class would take a lot of time from the Devs.

I also believe a badge is a good requirement for both. I agree, Trade Master 1 is a bit high, even for a sub-cappie. Perhaps Intermidate Trader III (100,000,000c profit) would be better. Maybe PvP Veteran III or PvP Specialist 1 would be appropriate for a gunship class.

About the issue of docking.. I don't see why the Devs can't increase the size of the existing dock, say by 50-100%, and place a couple on one station out of each system. I say one station out of each system because of the obvious difficulty for stations to have the supplies to repair/maintain a sub-cappie.
Feb 23, 2010 Chaosis link
The docks dont need an increase. Just have them dock when they get into a certain range of the station, like 100m. Or, if you simply MUST have larger docks, make new ones on the stations and ban any ship w/o shields from docking with them. We don't need bigger targets for traders/runners to get into.
Feb 23, 2010 Impavid link
Heh, that's the smartest solution I've read all year. Dock within certain range of the station. Done.
Feb 23, 2010 Maalik link
Trade Master I is far too time hard to get for something that gives PvP advantage.

If it had a built-in radar extender it should be of the heavy variety.
Feb 23, 2010 look... no hands link
"Well, the moth used to have 40 k armour and turboed at 180 iirc."

weren't they first introduced as doing 200? I atleast seem to remember 200m/s moths

I haven't compared all the stats to the XC behemoth, but assuming the only mechanical difference is the cost, armor, shields, and cargo hold. I'd say go for it. An XC with only slightly more armor than a behemoth heavy (50,000, but no shields) with an additional 300cu of cargo, killing that should be a cake walk.

Plus with the replacement cost at a mill, and who knows how much cargo value (are their still working static adv rail routes?). Traders might be MORE inclined to either pay up or hire escorts.
Feb 23, 2010 ShankTank link
Tridents still only carry 300 cu.
Feb 23, 2010 Chaosis link
"Heh, that's the smartest solution I've read all year. Dock within certain range of the station. Done."

Ino rite? Like the ISS, dock clamps or some [Explicative] like that. Everyone just wants to make the box bigger.
Feb 23, 2010 ShankTank link
What happened to [DELETED BY WHISTLER]?
Feb 23, 2010 ladron link
He must have decided to go anonymous.
Feb 23, 2010 Impavid link
Everyone agrees surbs stats are redonculous.
Feb 24, 2010 toshiro link
Gunship class ships are a real need, as are better turreted weapons (ones that give players an actual edge on players in ships, because else they just wont get used).

That much has been proven, I think. And suggested time and time again.

Personally, I am not too keen on shields for ships any smaller than a Trident, but I suppose you'd have to try it out first.
Feb 24, 2010 Detructor link
at least itan ships should've shields instead of armor to match the backgroundstory...
Feb 24, 2010 ShankTank link
Well it would be pretty cool if someone would design a gunship that would require more than one person to fly it. Maybe a special prom variant? It's got a front facing turret on the model, already.
Feb 24, 2010 tarenty link
I think that is the large port.
Feb 25, 2010 look... no hands link
a ship that basically require more than one person is plenty possible, just dont give it any ports only turrets, and allow it to carry agt turrets.
Feb 25, 2010 blood.thirsty link
railguns should be immune to portative shields... : p

rail well