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SickSeven
Simplistic Syndicate
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Posted - 2010.09.25 04:21:00 -
[1]
Ok, I'm going to present this idea(not my own) that is being talked about in Ships and Modules.
Supercapitals should require a Capitol Cynosural Field generated from a Capital Class Cyno Generator Module, which can only be fitted by normal Capital Ships (Dreads, Carriers, Rorqs, Orcas).
This would prevent 20 SCs from being cyno'd in by a Rapier on a lone carrier in low-sec just because the SC pilots were bored. And the real point is, that you have to make an investment in an attack of at least one normal capital ship, to bring in Super Capitals. This makes them more of a STRATEGIC asset rather than a tactical tool that is making nearly all other ships obsolete. You died at the fittings screen, you just hand't realized it yet - Mr. Cue |
Asuka Solo
Gallente Galactic Defence Consortium
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Posted - 2010.09.25 23:00:00 -
[2]
So, normal cynos move capital ships.
Capital cynos fitted to capitals move super caps?
I dont know. I think drop cynos all together, allow capitals to jump themselves.
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Grarr Dexx
Amarr GK inc. Pandemic Legion
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Posted - 2010.09.25 23:05:00 -
[3]
So, instead of jumping in the supercaps himself he just jumps in a regular cap which then lights a cyno for the supercaps while the rapier has you pinned and repped by the carrier he just cyno'd in?
And how about you lay off the weed, Asuka.
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Reaver Glitterstim
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Posted - 2010.09.26 04:31:00 -
[4]
I don't see that it matters. Obviously SOMEBODY is going to be able to light a cyno for the capital ships, and whatever it is probably is cheaper than most of the fleet it's creating a beacon for. Ultimately, they'll buy it and have it either way. Now if you're saying it should be more expensive to activate the Cyno, I have no idea where I stand on that. I don't know how much it costs. But I don't see any reason to make it particularly expensive. It's not like cheap cyno will make noobs able to warp capital ships in. Part of doing so is getting the capital ship owners to want to warp to your cyno.
/rejected
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eleve
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Posted - 2010.09.26 12:41:00 -
[5]
I think that this should be done little differently.
I propose timer to normal cynosural fields. Every capital ship should be able to jump on it, but they can do it 30s after the cyno has been lighted. Cynos would be light on a safespot or with very heavily tanked ship. This prevents this pretty lame current situation where small or even medium alliance never can use capitals because always some bigger alliance drops by and destroys them. To prevent this from messing up current fightstyle in large battles, there should be also this capital class cynosural field generator. It would act as the normal cyno today and other capitals could jump on it instantly after it is put up. I think that time spent stuck in a capital cyno should be less that normal cyno, 1 minute would be pretty okay.
So, what this does to JF transports? Basically nothing, people just will lose more cyno alts per jump and they would need to be more careful what they are doing.
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SickSeven
Simplistic Syndicate
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Posted - 2010.09.28 19:56:00 -
[6]
Edited by: SickSeven on 28/09/2010 19:58:10 This idea is a direct result of the discussion in THIS thread in Ships and Modules.
Here is the issue I think needs to be looked at and rebalanced somehow: I still think it is ludicrous that you only have to commit a T1 frigate to bring in even one Super Capital. And in low sec this is even more laughable as the cost to bring SCs in, is infinitesimal to the cost of even holding one down(with no garuantee of a kill)
Example: 1 Probe frig w/ cyno = 2mil(high estimate) to bring in any number of SCs (16-20bil each) versus 1 HIC(130mil for the HULL of a Broadsword[lowest price on eve central]) for a chance at holding A(as in single) SC for more than a few minutes.
The fully fitted probe is 1.5% the Cost of just your HIC hull.
So you only have to commit 2mil isk, to bring in 20x SC for a quick carrier gank in low-sec. 2mil committed to bring in 320bil of whoopass that is practically unstoppable in low-sec.
To tackle those 20 SC, with ships that cannot recieve RR while tackling, you would need at least 20 HICs(2 points each), cycling points which would require some very savvy coordination, plus a handful or more of logistics ships to rep up the HICs as they cycled out of tackle. Now, just counting for the HIC hulls, that is 2.6bil, just in TACKLE hulls!
So to be more fair, let us say that a Rapier is used for cyno(more realistic). 102mil on Eve Central. So to bring in 320bil isk of whoopass you committed only 3.9% of the isk it costs just to have a chance at tackling all 20 SCs(2.6bil for HIC cost).
Or another way, you only committed 102 million to bring in 3,137 times that in nearly unstoppable wtfpwnmobiles.
And this is totally cool?
(this wasn't directed at anyone specific, "you" could be anybody) You died at the fittings screen, you just hand't realized it yet - Mr. Cue |
Valarre
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Posted - 2010.10.04 10:47:00 -
[7]
Wanna know how to fix this whole problem without touching the cynos? Significantly lowering the building requirements on all capital, super capital, and titan ships. That way smaller alliances can have more of the bigger ships to defend themselves against larger alliances. Although the flipside to my thought is the larger alliance will still have more cap ships......maybe. They would still need players who fit the skill requirements to fly them properly. I don't care what your argument is, I don't care how destructive super carriers, and Titans are, lower their build requirements, they are rediculous as it is.
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Ydyp Ieva
Caldari Amarrian Retribution
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Posted - 2010.10.04 11:44:00 -
[8]
My solution: remove supercapitals from the game, was one of the biggest mistakes CCP did to make them available to players. ---------------------------------- None of yet! |
Slade Hoo
Amarr Retired Gunslingers
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Posted - 2010.10.04 13:09:00 -
[9]
Maybe let the cyno use liquid ozone per jump similar to bridge mechanics. Carrier/Dread/Black Ops use less LO than supercaps. Bridged ships will not consume any liquid ozone.
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Robert Caldera
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Posted - 2010.10.04 13:39:00 -
[10]
Edited by: Robert Caldera on 04/10/2010 13:44:24
you should not do anything alone with your carrier in lowsec. That simple. Its not a solo mobile, if there are big boys around, simply dont do anything if you dont like loosing your ratting/camping carrier.
I dont see any method of killing a stastion camper in a carrier without hotdropping and killing it within his timer. The same applies for busting low sec gatecamps, where a hotdrop is the only real counter.
The matter with supercarrier blobs is a different issue, which should be duscussed independetly from the cyno mechanics.
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Sazuka Kirr
Caldari Trans-Solar Works Rooks and Kings
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Posted - 2010.10.04 13:42:00 -
[11]
What happens when you want to bridge subcaps to a cyno via. a Titan? Do you need a Capital Cynosural Field Generator or a standard Cynosural Field Generator?
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Roosterton
Internet Spaceship Raiders
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Posted - 2010.10.04 15:01:00 -
[12]
Originally by: Asuka Solo So, normal cynos move capital ships.
Capital cynos fitted to capitals move super caps?
I dont know. I think drop cynos all together, allow capitals to jump themselves.
What, so that people can get hotdropped without even being tackled?
Sansha's Dread Lord misses you completely! Hotdropper no1 (Thanatos) has started trying to warp scramble you! Hotdropper no2 (Archon) has started trying to warp scramble you! Hotdropper no 3 (Thanatos) has started trying to warp scramble you! Ship is out of control!
-------- Enemy corps raided into disbandment: Three.
Originally by: Tarminic
OH MY GOD WHAT HAVE YOU DONE?! |
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