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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.26 11:34:00 -
[1]
so yeah I was in the bathroom, dropping a load, when I had an idea (bathroom ideas = pwn).
So Zulu came with the carrier changes that pretty much made everyone go Medieval on CCP (witch hunts and inquisition included).
I myself am against the ideas, as they were sugested, but I thought: "what if we used this as a base and change the carriers accordingly, and even boost the poor minmatar carrier classes, wich tbh are a bit meh.
so how it's done?
first let's look at 3 modules that are carrier-only:
fighters: - cut their mineral cost by 80%. noone will risk 200mil on a guy that will probably lose them all if he's not careful with them. - make it so that when the pilot that the fighters are assigned to, goes boom or docks, or cloaks, or gets out of the system, they automatically return to the carrier's fighter bay.
-> now fighters are more use-able
Remote ECM burst: - change name from ECM burst to Multispec jammer, with a 10 second cycle time, lower the strength to 15 across the board and make it have a cooldown period of 2,5 to 5 minutes.
-> mothership's prime agressive module.
triage module: - allow it to the carrier to be targeted by maintenance bots; - allow to the triage'ed carrier to use 10 light/med/heavy/maintenance/whatev drones (bar fighters) while in this mode; - increase maintenance bots efficiency by 500%; - assigned fighters remain assigned. fighters not assigned but that are outside return to fighter bay; - cut cap consumption by 50%; - boost local repairing by 100% (does the triage module increases your own tank? if it does, ignore this bit); - friendly targetting speed is boosted 100x - all offensive modules (bar drones) inoperable - all the other stats can remain the same. - carrier is immune to Ewar.
->a triage module that works, and doesn't kill your carrier in the process. it also allows for a less efficient and counterable way of spider repairing.
well, this deals with a whole lot of trouble with some of the mods and roles of them carriers. let's now go to the carriers themselves.
The cornerstone of Zulu's idea remains: you can only have 5 fighters locally with you. However, the assignment of fighters to other ships however is now diferent:
instead of assigning fighters by unit, you assign them by squad, meaning:
carrier assigns fighters to 3 gang mates. one has drones 4, the other 2 have drones 5. carrier pilot selects "assign fighters" on the 3 gangmates and each one respectively now gains control of 4, 5 and 5 fighters each. Carrier can still deploy 5 fighters or a full wing of whatever drones you want to. If carrier pilot decides to go for drones only however, the same system as today remains: carrier can use up to 15 drones with modules/skills. he won't be able to use fighters like this however.
Zulu's core idea of making carrier a more support-type ship remains the same, and carrier survivability goes up a bit.
"fine, but I'm still not happy!"
i'm not done yet anyways ---
planetary interaction idea! |
Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.26 11:34:00 -
[2]
CARRIER CHANGES:
oh yes, the carriers and the motherships will change
-> all carriers and mothership's drone bays are now splitted in 2: a drone bay propper with fixed number for all carriers (1000m3 for carriers, 2500m3 for motherships), and the old drone bay is now a fighter bay, with the same numbers as today.
-> carrier hp boosted by 25%, mothership hp boosted by 10% (for survivability's sake)
-> all carriers and motherships now have 8 hi-slots.
-> all carriers and motherships recieve an extra 30% cap
those are the general changes, now let's go for the specifics:
Thanatos:
Gallente Carrier Skill Bonuses: 50% bonus to Capital Shield and Armor transfer range per level 5% bonus to deployed and assigned Fighters and drones damage per level added: 7.5% bonus to capital armor repair amount 99% reduction in CPU need for Warfare Link modules 99% reduction in CPU need for Tactical Logistics Reconfiguration modules Can deploy 1 additional Fighter per level -> changes to Can assign 3 fighter wings of up to 5 fighters each 200% bonus to Fighter control range Can deploy 1 additional drone per level
add role bonus of: 50% to XL hybrid turret falloff, tracking and damage (suitable for XL blasters).
slot setup changes to 8hi/5med/6low with 2 turret hardpoints grid and cpu are boosted to 940cpu and 900000 grid base.
Nyx:
Gallente Carrier Skill Bonuses: 50% bonus to Capital Shield and Armor transfer range per level -> changes to 100% range bonus 5% bonus to deployed and assigned FightersĘ and drones damage per level added: 7.5% bonus to capital armor repair amount 99% reduction in CPU need for Clone Vat Bay 99% reduction in CPU need for Warfare Link modules 99% reduction in CPU need for Projected Electronic Counter Measures modules 99% reduction in CPU need for Tactical Logistics Reconfiguration modules Can deploy 3 additional Fighters per level -> changes to Can assign 5 fighter wings of up to 5 fighters Can fit 1 additional Warfare Link module per level 200% bonus to Fighter control range Can deploy 3 additional drones per level Gang bonus: 25% tracking bonus for all turrets Immune to all forms of Electronic Warfare
Add role bonus of 50% bonus to XL hybrid range, tracking and damage (rail wtfpwnage)
Slot setup is now 8hi/5med/7low with 3 turret points
cpu and grid recieve a boost to 1000cpu and 1100000grid ---
planetary interaction idea! |
Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.26 11:35:00 -
[3]
Archon:
Amarr Carrier Skill Bonuses: 50% bonus to Capital Energy and Armor transfer range per level 5% bonus to all Armor resistances per level added: 10% bonus hp to fighters and drones per level 99% reduction in CPU need for Warfare Link modules 99% reduction in CPU need for Tactical Logistics Reconfiguration modules Can deploy 1 additional Fighter per level > changes to Can assign 3 fighter wings of up to 5 fighters each 200% bonus to Fighter control range Can deploy 1 additional drone per level
Add role bonus: 50% bonus to XL laser turrets damage and tracking. -75% cap consumption bonus to XL laser turrets (pulse pew-pew)
slot setup is now 8hi/4med/7low with 2 turret hardpoints
950cpu and 1000000grid
Aeon:
Amarr Carrier Skill Bonuses: 100% bonus to Capital Energy and Armor transfer range per level 5% bonus to all Armor resistances per level added: 10% bonus hp to fighters and drones per level 99% reduction in CPU need for Clone Vat Bay 99% reduction in CPU need for Warfare Link modules 99% reduction in CPU need for Projected Electronic Counter Measures modules 99% reduction in CPU need for Tactical Logistics Reconfiguration modules Can deploy 3 additional Fighters per level -> changes to Can assign 5 fighter wings of up to 5 fighters Can fit 1 additional Warfare Link module per level 200% bonus to Fighter control range Can deploy 3 additional drones per level gang bonus: 25% to all ships' armor resistance in gang Immune to all forms of Electronic Warfare
Add role bonus: 50% bonus to XL laser turrets damage and range. -75% cap consumption bonus to XL laser turrets (beamz0r)
slot setup is now 8/4/8 with 980cpu and 1400000grid with 3 turret points
Chimera:
Caldari Carrier Skill Bonuses: 50% bonus to Capital Energy and Shield transfer range per level 5% bonus to all Shield resistances per level added: 5% bonus to fighter's and drones tracking per level 99% reduction in CPU need for Warfare Link modules 99% reduction in CPU need for Tactical Logistics Reconfiguration modules Can deploy 1 additional Fighter per level > changes to Can assign 3 fighter wings of up to 5 fighters each 200% bonus to Fighter control range Can deploy 1 additional drone per level
role bonus: 50% bonus to rate of fire to citadel launchers, 100% flight bonus to citadel torpedoes, 100% bonus to citadel torpedoes speed (fast long range citadel torps zomg)
8hi/7med/4low slot setup with 1000cpu and 650000 and 2 missile points
Wyvern
Caldari Carrier Skill Bonuses: 100% bonus to Capital Energy and Shield transfer range per level 5% bonus to all Shield resistances per level added: 5% bonus to fighter's and drones tracking per level 99% reduction in CPU need for Clone Vat Bay 99% reduction in CPU need for Warfare Link modules 99% reduction in CPU need for Projected Electronic Counter Measures modules 99% reduction in CPU need for Tactical Logistics Reconfiguration modules Can deploy 3 additional Fighters per level -> changes to Can assign 5 fighter wings of up to 5 fighters Can fit 1 additional Warfare Link module per level 200% bonus to Fighter control range Can deploy 3 additional drones per level gang bonus 25% bonus to shield resistance of all ships in gang Immune to all forms of Electronic Warfare
role bonus: 50% bonus to rate of fire of citadel launchers, 50% bonus to citadel torps damage, 100% bonus to citadel torp speed. (not as long range as the chimera, but wtfpwnage damage all the same)
slot setup changes to 8/8/4 with 1300cpu and 880000grid and 3 launchers ---
planetary interaction idea! |
Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.26 11:36:00 -
[4]
Nidhoggur
Minmatar Carrier Skill Bonuses: 50% bonus to Capital Shield and Armor transfer range per level 20% bonus to Shield and Armor transfer amount per level added: 10% bonus to fighters and drones speed 99% reduction in CPU need for Warfare Link modules 99% reduction in CPU need for Tactical Logistics Reconfiguration modules Can deploy 1 additional Fighter per level > changes to Can assign 3 fighter wings of up to 5 fighters each 200% bonus to Fighter control range Can deploy 1 additional drone per level
role bonus: 50% bonus to XL proj turrets RoF, damage and range.
slot setup changes to 8hi/6med/5low with 950cpu and 990000grid with 3 turrets
Hel:
Minmatar Carrier Skill Bonuses: 100% bonus to Capital Shield and Armor transfer range per level 20% bonus to Shield and Armor transfer amount per level added: 10% bonus to fighters and drones speed 99% reduction in CPU need for Clone Vat Bay 99% reduction in CPU need for Warfare Link modules 99% reduction in CPU need for Projected Electronic Counter Measures modules 99% reduction in CPU need for Tactical Logistics Reconfiguration modules Can deploy 3 additional Fighters per level -> changes to Can assign 5 fighter wings of up to 5 fighters Can fit 1 additional Warfare Link module per level 200% bonus to Fighter control range Can deploy 3 additional drones per level Gang bonus: 25% bonus to all gang's ship speed Immune to all forms of Electronic Warfare
role bonus: 50% bonus to XL proj rate of fire and falloff. 50% bonus to citadel launcher RoF
slot setup change to 8hi/7med/5low with 1000cpu and 1050000grid and 2 turret points and 2 launcher points.
*phew* 1 hour to write all of this.
ANYWAYS, this makes the carriers become pretty much swiss knifes and frontline wtfpwnage capabilities, wether they be agressive capabilities, fire projection capabilities or logistical capabilities.
opinions/flames/ignoring me?
go ahead, I don't care anyways.
oh btw, it's true that this will not decrease lag. ---
planetary interaction idea! |
ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.10.26 11:41:00 -
[5]
Hi grim. Too small dronebay size alert! I think you forgot a couplesome zeros there.
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Jarl Isensonn
DarkStar 1 GoonSwarm
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Posted - 2007.10.26 11:45:00 -
[6]
Grimpak... What did you EAT!?
If you though all this up in the bathroom....?? I think you need to go to the doctor and check for Salmonella or something.
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.26 11:47:00 -
[7]
Originally by: ElCoCo Hi grim. Too small dronebay size alert! I think you forgot a couplesome zeros there.
eh?
carriers can pack 40 heavy drones or 100 med drones or 200 light drones max (1000m3) and motherships 100 heavy drones or 250 med drones or 500 light drones max (2500m3), and still retain the old drone bay (now renamed fighter bay), in its full glory, to pack fighters only.
but if you have an idea for numbers, please go ahead and post it. ---
planetary interaction idea! |
Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.26 11:48:00 -
[8]
Originally by: Jarl Isensonn Grimpak... What did you EAT!?
If you though all this up in the bathroom....?? I think you need to go to the doctor and check for Salmonella or something.
while full ideas might come in 5 minutes, to type them can take considerably longer ---
planetary interaction idea! |
ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.10.26 11:54:00 -
[9]
I'm sorry grim! I missed the part about 2 split bays |
Splash Whale
Shadows of the Dead Aftermath Alliance
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Posted - 2007.10.26 13:12:00 -
[10]
So you want to turn carriers into dreads with fighters?
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.26 13:32:00 -
[11]
Originally by: Splash Whale So you want to turn carriers into dreads with fighters?
well they would be dreads if they had the ability of using the siege mode.
dps of a 2-XL turreted ship is not stellar, even including bonuses that I posted. ---
planetary interaction idea! |
Mrrzah
Amarr Ordo Drakonis
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Posted - 2007.10.26 14:30:00 -
[12]
I fail to see how this matches up with CCP's intention to make carriers more of a support craft. If anything the added turrets, disposable fighters and the crazy amount of added bonuses would make them even better as frontline units then they already are.
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voidvim
Minmatar Genco Interstellar Alcohol Conglomerate
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Posted - 2007.10.26 16:16:00 -
[13]
Edited by: voidvim on 26/10/2007 16:16:59
Originally by: Mrrzah I fail to see how this matches up with CCP's intention to make carriers more of a support craft. If anything the added turrets, disposable fighters and the crazy amount of added bonuses would make them even better as front-line units then they already are.
CPP wants them on the front line they just want them to have much less dps (as in less the a battleship) of their own. The player base wants carriers to keep their dps.
CCP's lack of understand of how the player base will use the toys they add to the sand pit is the main problem here. If CCP never intent for player to use carriers the way they are used then they should never have allowed it over a year ago. Thus thousands of player have train or started to train for a ship that no longer worth the year plus to train for.
I'm sure theirs is a way to re-balance carriers / motherships with out simply nerfing them.
So CCP needs to add new game mechanic boarded the canvas, personally I would like to see flag ships (T2 tier 3 battle ship) added. they have low dps, high resistance use gang mods and only get their bonus when in a gang that's in fleet mode (maybe only one per fleet wing).
Their main ability is to be able use the system over view to see all friendly ship and all enemy ship that can be seen or scanned. Adding book marks in the system on fly that friendly ships could use or maybe just squad/wing commands.
This would allow advanced tactics at the fleet level, with icons and commands ect, to help the fleet commander.
Now carriers setup as a fighter platform (losing the ability to use triage mode and remote fit ect) could connect to the flag ship over view system and assign wings of fighters around the system to support their fleet. while being able see what's going on in the system. the fighters could be assign the same as the current way to gang members. Or a new skill that gives you control of a squad from the lead pilots eye view allow the carrier pilot to control them (this would require quite a bit of work on CPP half of course).
The fighter wing would work as one unit and as the wing takes damage a fighter would blow up (removing 1/5 dps), in game mechanics it would be count as a single ship, the model would look like 1 to 5 fighters. they would all move together ect say in a V formation this would remove lag as the server would not have to track 5 objects just one. The fighter wing would be controlled just like a normal ship because it would be for intends and perhaps a normal ship.
A carrier set-up as a fighter plan form could repair re-arm fighters as in real life but not other ship ect.
Fighter bombers that could only be assign to bomber frigates droping the same bomb as the bomber
lets not forget the triage mode all ready removed fighters or drones from your control while active.
But all CCP plans to do is just nerf them so then don't have the ability to fend of command ships or a tanked battleships due to lack of fire power.
To sum it up
Add ! Don't subtracted ! Broaden the Canvas – make the toys in the sand pit more interesting non just inferior.
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.26 16:20:00 -
[14]
Originally by: Mrrzah I fail to see how this matches up with CCP's intention to make carriers more of a support craft. If anything the added turrets, disposable fighters and the crazy amount of added bonuses would make them even better as frontline units then they already are.
it's still a support craft.
firepower support ---
planetary interaction idea! |
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