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Mr Maniac
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Posted - 2008.02.07 19:35:00 -
[1]
Ok, first let's point out what the problem with current Carriers is. They have no role, or they have to many. - Massive attack ship with max 15 fighters - Massive support ship with all these bonis on Remote Repair / Gang Modules - good logistic ship with capability to carrie lot's of ships including fully fitted BS So, ok, let's nerf them! Everyone crys oohhhnoooo i have skilled hundred of days to fly them like they are.
So what to do? Let the role like they is now. But the pliot has to choose what part of this role he wants. Example for Gallente: Thanatos: - remove the Capital Shield / Armor Boni - remove the bonus for gang warefare module Create a new carrier (like tier 2) - same skill requirements (max. carrier lvl 2) Give them the bonuses of the current thanatos and remove: - Fighter Damage Bonus - Can deploy 1 additional fighter
So you have 2 ships to choose - the massive attack ship, with lot's of fighters and can transport fitted ships - the massive support ship, with only some fighters
Both ships would be needed by fleets, but no one can do everything. And no body can whine that the skills time where useless because he can choose what he want to do with the carrier.
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Lowbridge
Caldari Empirius Enigmus Navy Insurgency
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Posted - 2008.02.07 20:34:00 -
[2]
OK,
As a support ship with fighter roles but with a ton of them and once they are assigned out then let the carrier pilot do a remote view of any fighter they chose to see. That way a carrier pilot does not have to sit at the POS and listen to the battle over TS/VENT.
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Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2008.02.08 02:52:00 -
[3]
Edited by: Jurgen Cartis on 08/02/2008 02:54:39 WTB: Carrier that deploys 15 fighters and performs remote rep/ganglink duties at the same time.
Edit: I've seen several threads suggesting the following: Start by stripping all a Carrier's abilities. Then, give it X 'Carrier Slots', and certain mods to fit in those slots that give it its old abilities back. One for fighters, one for logistics abilities, one for corporate hangar bay, etc. I prefer this idea to needing 2+ ships (costing hundreds of millions each) to do that job. -------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |
Dristra
Amarr Shadows of the Dead The Dawn of Darkness
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Posted - 2008.02.08 11:36:00 -
[4]
Originally by: Lowbridge OK,
As a support ship with fighter roles but with a ton of them and once they are assigned out then let the carrier pilot do a remote view of any fighter they chose to see. That way a carrier pilot does not have to sit at the POS and listen to the battle over TS/VENT.
That would be cool, remote fighter view! \Signed
Support the introduction of well thought out Amarr solutions!
I believe rats should avoid you if you have high standing with them. |
Lothros Andastar
Gallente The Beer Barons
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Posted - 2008.02.08 11:48:00 -
[5]
Let me point out something. I assume English is your first language.
Second its Bonuses not Bonis. Bonis isn't even right in Latin. Learn English ffs
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MOS DEF
0utbreak
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Posted - 2008.02.08 11:48:00 -
[6]
Edited by: MOS DEF on 08/02/2008 11:54:51 What's this massive attack ship idea anyways? The typical carrier can't even deal the damage of a blasterthron.
Ever fought a single carrier? They don't really hurt. Only carebears use DCUs btw. And they don't PVP. If you find a 15 fighter carrier in PVP you will find him posted as a loss on his killboard most likely.
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Mr Maniac
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Posted - 2008.02.08 16:56:00 -
[7]
Ok, so one by one.
The remote fighter view is a great idea. But you should still have to see it you are in danger, so shield / armor / hull / overview should be that from the carrier, only the visual from the fighter.
I've allready saw this "carrier slot" idea, but i think it's to specific for one ship to implement such stuff. And it's a lot of work to do. Bring in 2 ships with bonuses that are allready in the game should not be too much work.
Yes, it is not usual that you have 15 fighters in use, this was only show the max. And sure, you can not have everything at the same time, but you still can have 12 fighters and 3 support modules.
No, my native language is german, so I', sry for the mistake, try to remember it next time. thx for the tip ;)
Again, it depends on what you wan't to do with the ship and how you fit it. Also how many are in your fleet. 2-3 carrier can do a lot of damage and it's harder to avoid it than BS damage (fighters warping after you for example). One of my chars has Gallente Carrier lvl 5 and Fighters lvl 5 and does awesome damage. I just think they should split the attack role and the support role on two diffrent ships. Maybe a bit like they done it with Fleetcommand and Fieldcommand ship.
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