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Lann Krail
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Posted - 2009.06.21 13:12:00 -
[1]
SO, as Goons/PL and friends kindly illustrated the effects of 27 DDs on any sub-SuperCapital Fleet (total annihilation) I have decidie to make a suggestion for the restructuring of DDs and returning Titans to their original concept of Anti-Support.
I have always found the idea of titans just being he approximation of a big reusable grenade a bit of a blunt instrument, firstly it kinda feels very pointless to have such majestic, huge and heavily armored behmoth as just a big explosion. Secondly the fact hat their AOE damage concept means that they do not destroy the true support in most 0.0 engaments (mainly and especially Carriers and Motherships) but instead just wipe out anything T1 under battleship class that has not sacrificed its gank to make itself DD proof.
Now as EVE is a predominantly Capitalist economy and inflation is a creeping scourge of every such economy Titans are becoming all the more accquireable, causing the increasingly common multi-DD scenario. Due to the nature of Titans being rarely used ships only economically viable for superpowers during the Titans conecption, a DD is inheretly very powerful to make a single Titan worth the 60 odd billion which has been paid for it. Now when you combine multiple of these DDs (which were never intended to surpass 2 or at the most extreme cases three) you end up with an unblanced situation.
Now the obvious solution if something is unbalanced is to nerf it, but I do not like the idea of nerfing in general and a nerf for a titan I belive would relegate them to the rich mans toy area of EVEs ship classes (think BlackOps).
So my idea is this, Each Titans Doomsday is redesigned into a spine mounted weapon that requires the whole ship to align to fire it, the weapon will be along the lines of 1 shot 1 kill on non seiging capitals, 3 shots for seiging capitals (1 for shields, 1 for armor, 1 for structure). The Doomsday will take 10 mins to reload/recharge inbetween shots and the ship cannot warp during recharge period. Due to he weapon being spine mounted and having no targeting of its own it will not be able to track fast enough to hit anything beyond a capital and as it will have severe penalties to scan resoloution it wont make it worthwhile to waste precious seconds trying to lock subcapitals. Possible look of the DD for each race: Minmatar-10km long tri-barreld artillery canon firing 3 shells in a triforce Caldari-12km long magnetic accelerator cannon firing a white hot 500m ferric tungsten slug (linear lights arc down the barrel when it fires)OR Hellfire of 50 Super-Citadel Torpedos. Gallente-9km shotgun like blaster firing a burst of large electron-plasma globules OR SWARM of hundreds of fighters doing a bombing run on the opposing ship Amarr-2 second superlaser pulse (much eyecandy on the laser with changing colors and pulsating haloes around the stream of energy)
Critism/flaming welcome
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iP0D
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Posted - 2009.06.21 13:20:00 -
[2]
so .. you want to turn an expensive glass cannon that melts in 30 seconds into a glass cannon which has to fiddle around for longer then that time to get a shot off?
I'm confused. |

Bestofworst
Gallente
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Posted - 2009.06.21 13:27:00 -
[3]
I've always pictured a titan as a ship with a large amount of guns and missiles, but with the main role of making the entire fleet stronger. Giving it boosts to fleet members just for being on the same grid. Effects that do not stack of course so having more than 1 titan per engagement is pointless unless you are attacking with different fleets on different fronts, but have each race of Titan give a different bonus that works with the others.
Amarr: Decrease cap usage on all offensive modules Minmatar: Increase firing rate of all Projectile, Hybrid and Energy Turrets Caldari: Increase the blast radius and missile speed of all missiles Gallente: Increase optimal range for all Projectile, Hybrid and Energy turrets
Or something along those lings. Give it weapons so it may be offensive but have it's strength being a dreaded tank and the ability to bolster the moral of all the pilots in range (on grid) ---- My Music |

Lann Krail
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Posted - 2009.06.21 13:28:00 -
[4]
Originally by: Bestofworst I've always pictured a titan as a ship with a large amount of guns and missiles, but with the main role of making the entire fleet stronger. Giving it boosts to fleet members just for being on the same grid. Effects that do not stack of course so having more than 1 titan per engagement is pointless unless you are attacking with different fleets on different fronts, but have each race of Titan give a different bonus that works with the others.
Amarr: Decrease cap usage on all offensive modules Minmatar: Increase firing rate of all Projectile, Hybrid and Energy Turrets Caldari: Increase the blast radius and missile speed of all missiles Gallente: Increase optimal range for all Projectile, Hybrid and Energy turrets
Or something along those lings. Give it weapons so it may be offensive but have it's strength being a dreaded tank and the ability to bolster the moral of all the pilots in range (on grid)
wouldnt that be a flagship kinda thing ? I thought titans were anti-support not extra support but i like the idea of it being a flagship kinda thing , but if 3 jump in it makes it one helluva overpowered fleet
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Kambiri Zoltana
Gallente
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Posted - 2009.06.21 15:02:00 -
[5]
The only problem I see with them, is that there are to many of them in the game. They should be a rare weapon, not something every alliance has 10 of.
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Serenthris Landry
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Posted - 2009.06.21 15:25:00 -
[6]
Originally by: iP0D ...an expensive glass cannon that melts in 30 seconds
This seems just a tad inaccurate to me, either that or you are considerably more than just confused.
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Hurtado Soneka
Caldari State Protectorate
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Posted - 2009.06.21 15:25:00 -
[7]
lol
DDD are fine stop *****ing about it and adapt
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Holy Lowlander
Lone Star Joint Venture Wildly Inappropriate.
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Posted - 2009.06.21 15:31:00 -
[8]
Originally by: Hurtado Soneka lol
DDD are fine stop *****ing about it and adapt
no u.
siriously , dds are the lamest thing ever. And you know there is something wrong when you can blow up a freaking carrier with titans alone. _______________ Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes. Zymurgist |

Doctor Penguin
Amarr Heavy Influence Aggression.
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Posted - 2009.06.21 15:48:00 -
[9]
Originally by: Serenthris Landry This seems just a tad inaccurate to me, either that or you are considerably more than just confused.
::Recalls the time Atlas ganked a Titan with an RRBS fleet and had it killed within a minute::
They're pathetic things, really. They're portable jump bridges with a large grenade nobody would dare use outside of teeny support fleet ganking and massive lag-fests where you can warp the thing in, DD and warp out and get away with it due to all the Dictors being lagged.
Remove the DD. Make them super-super-Command ships which can fit 8 Capital weapons, 16 other weapons and a bajillion med and low slots. |

wtbrandomnamegenerator
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Posted - 2009.06.21 15:54:00 -
[10]
Edited by: wtbrandomnamegenerator on 21/06/2009 15:56:43
Originally by: Serenthris Landry
Originally by: iP0D ...an expensive glass cannon that melts in 30 seconds
This seems just a tad inaccurate to me, either that or you are considerably more than just confused.
Your right, they die much MUCH faster than that.
Of the two I've been on, if you were 30 seconds late from the time the guy said "Titan pointed", you were screwed, and the first one died to under 50 battleships.
Originally by: Doctor Penguin
Remove the DD. Make them super-super-Command ships which can fit 8 Capital weapons, 16 other weapons and a bajillion med and low slots.
This is a stupid idea, the price would need to come down to the neighborhood of MOMS and then I still think they'd be over priced and useless.
Modify the DD in whatever way you want, but ffs, leave the damn "MAKE IT A GIGANTIC DREAD" argument alone. |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2009.06.21 16:26:00 -
[11]
All they need to do is adapt the "space bomb" damage model for DDD explosions 
EVE issues|Mining revamp|Build stuff|Make ISK |

amarrsuit
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Posted - 2009.06.21 17:16:00 -
[12]
Just sue CCP when multiple bright flashes cause either: 1) An Epileptic fit or 2) Retinal burn. Getting a lawyer to crush your opponent in the capitalist way after all  |

Dragon Greg
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Posted - 2009.06.21 17:17:00 -
[13]
Originally by: Akita T All they need to do is adapt the "space bomb" damage model for DDD explosions 
Nah.
All they have to do is make doomsdays cause fallout for everyone and everything.
When it means shooting yourself in the foot by throwing 27 titans on a gate in a jammed system as after setting off the third DD your bridges go offline and by the fourth your jammer rolls belly up, only then will people start using their brains.
We need doomsdays, the alternative is deliberate and conscious blobbing without thinking. We just need a way to stop ourselves from being utterly stupid.
Like I said elsewhere. The only reason we have not nuked ourselves to kingdom come in real life is because nukes cause fallout, I hate such analogies but in EVE this one sticks.
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Aethana
Minmatar Caldari Strike Force
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Posted - 2009.06.21 17:38:00 -
[14]
Here is the memo from July.
"Starting on August first and running to September first, all Titans will be converted into 0.0 stations. Please read the following dev blog on how to anchor your titan and convert it to a station. On September second, any titans NOT anchored and converted into a station will be wiped."
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2009.06.21 19:36:00 -
[15]
Originally by: Dragon Greg
Originally by: Akita T All they need to do is adapt the "space bomb" damage model for DDD explosions 
Nah. All they have to do is make doomsdays cause fallout for everyone and everything.[...stuff...]
Well, then what would stop people from using this "fallout" offensively too ? With the level of sphying that goes on, it's not impossible to conceive of the enemy knowing when you're going to take the cynoblocker down to get their titans in just to let of enough DDDs into nothing to disable those for good, letting any other number of caps come in after... meh... don't know... EVE issues|Mining revamp|Build stuff|Make ISK |

Sharp Feather
Gallente Aliastra
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Posted - 2009.06.21 19:37:00 -
[16]
Originally by: Dragon Greg
All they have to do is make doomsdays cause fallout for everyone and everything.
When it means shooting yourself in the foot by throwing 27 titans on a gate in a jammed system as after setting off the third DD your bridges go offline and by the fourth your jammer rolls belly up, only then will people start using their brains.
We need doomsdays, the alternative is deliberate and conscious blobbing without thinking. We just need a way to stop ourselves from being utterly stupid.
Like I said elsewhere. The only reason we have not nuked ourselves to kingdom come in real life is because nukes cause fallout, I hate such analogies but in EVE this one sticks.
QUOTING FOR EMPHASIS. 
Do it CCP, do it. =================================================
Before: Developers loved games and made money. Now: Developers love money and make games. |

Ausser
Cybertech Industrials Agency
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Posted - 2009.06.22 07:27:00 -
[17]
The solution for the titan thingy dont come from giving them large/other guns.
Guns are just one possible toy for the pilot to do something during battle to prevent he's getting bored. To fill up high slots with guns prevents having other toys there.
Titans were supposed to be the backbone of the fleet. But they turned out to be the fist without fleet.
Titans need much more versatility and survivablilty to be able to get rid of that fist.
To give them verry good rr efficiency would be one of the neccecary reasons the pilot needs to stay on grid. But there needs more to be done.
More versatillity would also come from vat/bay/hangar. But these turned out to have a flawed design. They are not suitable in todays fights where its not corp vs corp fighting but alliance block vs alliance block. So it must be changed/extended to be handy and proper sized in such situations. The change must include aid mechanisms for pre-fight-preparation and different access control. I'm working on it atm.
Clone vat needs a change too, its atm useless when you have foes sitting arround the titan and smartbombing, or if friends need to do it there to kill hostile fighters/drones. To get it back to daily battlefield business it needs a change to allow the fresh cloned pilots to survive while they get a new ship and equip them or when they try to swap a ship during battle.
Just an example why titan tweaks need much more than just to focus on their dd.
Take a look into Jack's thread here in FI.
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Uronksur Suth
Sankkasen Mining Conglomerate Libertas Fidelitas
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Posted - 2009.06.22 07:31:00 -
[18]
Originally by: Bestofworst I've always pictured a titan as a ship with a large amount of guns and missiles, but with the main role of making the entire fleet stronger. Giving it boosts to fleet members just for being on the same grid. Effects that do not stack of course so having more than 1 titan per engagement is pointless unless you are attacking with different fleets on different fronts, but have each race of Titan give a different bonus that works with the others.
Amarr: Decrease cap usage on all offensive modules Minmatar: Increase firing rate of all Projectile, Hybrid and Energy Turrets Caldari: Increase the blast radius and missile speed of all missiles Gallente: Increase optimal range for all Projectile, Hybrid and Energy turrets
Or something along those lings. Give it weapons so it may be offensive but have it's strength being a dreaded tank and the ability to bolster the moral of all the pilots in range (on grid)
Agreed. Personally, I always thought Doomsdays were stupid. 
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Aleander Brunsh
Gallente Eve University Ivy League
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Posted - 2009.06.22 09:08:00 -
[19]
Or, you could turn doomsdays into doomsdays  |

darius mclever
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Posted - 2009.06.22 10:21:00 -
[20]
Originally by: Bestofworst I've always pictured a titan as a ship with a large amount of guns and missiles, but with the main role of making the entire fleet stronger. Giving it boosts to fleet members just for being on the same grid. Effects that do not stack of course so having more than 1 titan per engagement is pointless unless you are attacking with different fleets on different fronts, but have each race of Titan give a different bonus that works with the others.
Amarr: Decrease cap usage on all offensive modules Minmatar: Increase firing rate of all Projectile, Hybrid and Energy Turrets Caldari: Increase the blast radius and missile speed of all missiles Gallente: Increase optimal range for all Projectile, Hybrid and Energy turrets
Or something along those lings. Give it weapons so it may be offensive but have it's strength being a dreaded tank and the ability to bolster the moral of all the pilots in range (on grid)
Each titan can run gang links and increase the fleets benefits from them quite a bit.
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Ausser
Cybertech Industrials Agency
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Posted - 2009.06.22 10:21:00 -
[21]
Edited by: Ausser on 22/06/2009 10:23:55
Originally by: Aleander Brunsh Or, you could turn doomsdays into doomsdays 
While i think you just were kidding while suggesting this, it turns out to be a cool idea when tweaked a little bit.
We would have to remove the ddd first from titan (not a problem - it is not a good idea to have it there either).
Now turn it into an anchorable structure like cans are.
The thingy of doom needs to be anchored, filled with lots of stuff (e.g. fuel, exotic dancers, ...) and then activated, and maybe charged by energy transfer, whatever.
Once it is activated it takes some amount of time till it can explode and wipe the whole system empty.
The hostile fleet can try to neut it to delay ignition.
Meanwhile it can be destroyed by hostile forces. So you have to stay there to rr it and keep it alive, and to charge it... and then you try to get out before it goes boom.
It could start to emit strange effects the more it gets charged and the closer it gets to be able to explode.
It should show up system wide on overview and be jumpable, once the charge process is in progress. So you would be able to install the doom thingy in a system using bo bridge silently if you are careful. But once the show starts hostiles will move everything to stop you - or just flee.
Maybe we could make it mobile and allow to be bumped and dragged arround using tractor beams.
Its evil but i like your idea.
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darius mclever
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Posted - 2009.06.22 10:21:00 -
[22]
Originally by: Holy Lowlander
Originally by: Hurtado Soneka lol
DDD are fine stop *****ing about it and adapt
no u.
siriously , dds are the lamest thing ever. And you know there is something wrong when you can blow up a freaking carrier with titans alone.
How often again you got 16 Titans on 1 grid?
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Aleander Brunsh
Gallente Eve University Ivy League
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Posted - 2009.06.22 10:55:00 -
[23]
Edited by: Aleander Brunsh on 22/06/2009 10:56:43 Edited by: Aleander Brunsh on 22/06/2009 10:55:22 - blargh, I write about what I would like, not about what I see
Originally by: Ausser
It should show up system wide on overview and be jumpable, once the charge process is in progress. So you would be able to install the doom thingy in a system using bo bridge silently if you are careful. But once the show starts hostiles will move everything to stop you - or just flee.
Maybe we could make it mobile and allow to be bumped and dragged arround using tractor beams.
Its evil but i like your idea.
Also, give it out as loot in WH systems. That way, small corps could WTFPWN large alliances 
I don't know about giving starpopping to players, but that could be fun if I could encounter something like that in WH space. Generally I imagine DD weapons as something "overwhelming" and by nature unbalanced - and therefore not something that should be available to players. A balanced doomsday in not much of a doomsday.
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Ausser
Cybertech Industrials Agency
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Posted - 2009.06.22 11:30:00 -
[24]
Originally by: Aleander Brunsh Edited by: Aleander Brunsh on 22/06/2009 10:56:43 Edited by: Aleander Brunsh on 22/06/2009 10:55:22 - blargh, I write about what I would like, not about what I see
Originally by: Ausser
It should show up system wide on overview and be jumpable, once the charge process is in progress. So you would be able to install the doom thingy in a system using bo bridge silently if you are careful. But once the show starts hostiles will move everything to stop you - or just flee.
Maybe we could make it mobile and allow to be bumped and dragged arround using tractor beams.
Its evil but i like your idea.
Also, give it out as loot in WH systems. That way, small corps could WTFPWN large alliances 
I don't know about giving starpopping to players, but that could be fun if I could encounter something like that in WH space. Generally I imagine DD weapons as something "overwhelming" and by nature unbalanced - and therefore not something that should be available to players. A balanced doomsday in not much of a doomsday.
I dont think the star should pop. It would remove the star system from map and would require dynamic star system respawn. Ppl would use it for the lulz - without any practical use.
Parts to build thingies of doom could indeed come from w-space. Small corps could make some nice isk.
I'm not sure what would happen when someone drops such a baby in w-space. It's sometimes not easy to get out of the system - or to bring enough ppl fast enough to get that thingy under control, drain the cap and cause it to do reduced damage - or to destroy it.
The mean, evil and funny aspect of anchorable doomsday thingies like this one is not it's boom. The boom is boring. It's the fact it could do boom. It's what happens before the boom - the part where ppl try to avoid or ensure it goes boom.
At least it fixes the warp in -> ddd -> warp out -> cloak tactics. |

Aleander Brunsh
Gallente Eve University Ivy League
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Posted - 2009.06.22 11:49:00 -
[25]
Originally by: Ausser
Originally by: Aleander Brunsh
Also, give it out as loot in WH systems. That way, small corps could WTFPWN large alliances 
I don't know about giving starpopping to players, but that could be fun if I could encounter something like that in WH space. Generally I imagine DD weapons as something "overwhelming" and by nature unbalanced - and therefore not something that should be available to players. A balanced doomsday in not much of a doomsday.
I dont think the star should pop. It would remove the star system from map and would require dynamic star system respawn. Ppl would use it for the lulz - without any practical use.
I meant the devices actually being active in WH-space (availability was there just for the lulz). I'm more about placing overpowered but not player-available stuff in the universe.
For example, that could make a very nice epic arc - you get to scan down a WH, then take part (a small part) in an expedition, get invaded by an overwhelming force, then you could help evacuate the system while the star is getting popped. That would be a blatant rip-off of the Freespace story, but would also be quite epic, and have some space for organized multiplayer missions, decisions and unique stuff (superweapon components only far in epic arcs, one such epic arc per player? Now that would limit the availability, also improve the quality of evebots ).
Sadly, that would also mean instancing a whole WH system for an epic arc, and that could be quite expensive (WH systems are static right now, are they?).
As for instasystempop, I think that jumping in an almost-ready superweapon would be overpowered. Also smaller corps, with bad timezone distribution would not have a chance of holding even a single POS - unless we have a non-market but sensible limit to the supply of superweapons. |

Ausser
Cybertech Industrials Agency
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Posted - 2009.06.22 12:32:00 -
[26]
Originally by: Aleander Brunsh
I meant the devices actually being active in WH-space (availability was there just for the lulz). I'm more about placing overpowered but not player-available stuff in the universe.
For example, that could make a very nice epic arc - you get to scan down a WH, then take part (a small part) in an expedition, get invaded by an overwhelming force, then you could help evacuate the system while the star is getting popped. That would be a blatant rip-off of the Freespace story, but would also be quite epic, and have some space for organized multiplayer missions, decisions and unique stuff (superweapon components only far in epic arcs, one such epic arc per player? Now that would limit the availability, also improve the quality of evebots ).
Sadly, that would also mean instancing a whole WH system for an epic arc, and that could be quite expensive (WH systems are static right now, are they?).
Correct, WS is static. But there is no need to have the WS be instanced to do such epic arc stuff inside. As soon as such a dooms day thingy shows up on overview, you can either run or try to help the guys to disarm it. If you ignore it then it can happen your pos gets significantly scratched.
Originally by: Aleander Brunsh
As for instasystempop, I think that jumping in an almost-ready superweapon would be overpowered. Also smaller corps, with bad timezone distribution would not have a chance of holding even a single POS - unless we have a non-market but sensible limit to the supply of superweapons.
Dmg to pos could be limited so they never loose all shields when thingies go boom. I would use dmg variance and uneven dmg distribution for them either. 10-30% max dmg to pos shields (with a verry rare chance for more) would help.
The dmg output of the bomb should be dependant on charging it before it goes boom. So you would bring a lot of ppl either. Unlikley the small corp could handle that, no matter if the attckers spend their time by charging the bomb or sieging the pos directly.
I think it should be expensive and lots of hauling to build up such a superweapon in place - 1b isk or more. And long time to let it go boom. Thus you would not use it that much just for lulz on newbie systems you dont really need. You would have to spend many of them one after another to bash all pos into reinforced. No usage of two at once - could be regulated by either not permitting to anchor two of them in the same system or by letting the first one destroying the second one.
It should be a weapon for fleets and alliances that has to be attacked / defended - in practice it's a kind of 'capture the flag' game - with an evil flag.
Typical scenario:
A attacks B's cyno jammer. B wants to split A's forces so they place the bomb.
Now A can either try to bash the jammer in time - ignoring the bomb and speculating on getting some extra dmg by the bomb to finish off the jammer - where it can happen they dont get out of the system alive. It also can happen B will be able to keep the jammer alive by rr it first AND then survive since they can hide inside the force field at the right time.
Or A can try to get rid of the bomb, letting the jammer as is and engaging the bomb. B now can rep the jammer while kiting A at the bomb.
Or B tricks out A and uses the bomb itself to get rid of A's fleet.
Possible scenarios require lots of thinking about balancing. The anchorable dooms day bomb is a completley new toy.
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Aleander Brunsh
Gallente Eve University Ivy League
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Posted - 2009.06.22 13:57:00 -
[27]
Originally by: Ausser
Originally by: Aleander Brunsh
Sadly, that would also mean instancing a whole WH system for an epic arc, and that could be quite expensive (WH systems are static right now, are they?).
Correct, WS is static. But there is no need to have the WS be instanced to do such epic arc stuff inside. As soon as such a dooms day thingy shows up on overview, you can either run or try to help the guys to disarm it. If you ignore it then it can happen your pos gets significantly scratched.
My idea was for an actual starpop, that wouldn't mix with existence of non-involved players too well. Also, there are about 300k active players in Eve and about 10k (AFAIR) wormhole systems (I wonder what the growth rate of Eve is?). Assuming most of the players would like to do the epic arc (unique superweapon components, one per PC in a non-trivial arc? I wonder how much would you get for them in the market), in about 6 months (180 days) you'd have about 200k players doing it. To be interesting an arc would take several days, say three (too short IMO, but whatever). There would be something below 1k players starting an arc, and an optimistic rate of required systems would be around 2000. That means that 20% of WH systems would have large epic fleets duking it out inside so that a player and his gang (I would really like for a gang to be required for passing the mission - a player has a mission, but make the rewards good enough so that he can hire several other players) can get scorched with a nova in the end. I think that could b0rk WH exploration :-)
Originally by: Ausser
I think it should be expensive and lots of hauling to build up such a superweapon in place - 1b isk or more.
I think that superweapons should be limited not only by cost, but also by resource availability, and a hard one at that. Then you could even have a reusable superweapon, but if there's a strong in-game limit on the supply of superweapons (i.e. 1 per 50 players - a single PC can get a "component" from an epic mission that the PC can make only once, and you need lots of components for a superweapon) then losing one would be so painful, that deployments of i.e. 26 superweapon-equipped ships would be scary.
Of course, a deployable one-time bomb can be fun as well, but the rate-limiting would become a lot harder - if it's limited solely by economy and mining then there will be lots of them. Think "we deploy more bombs than they have frigates" lots of them. If it will be player-count limited then nobody would use them, because they would become economically unfeasible.
Also, I'm not really sure about player-launched system-popping (or grid-popping, for that matter). It would be hard to say why the titan 20AU from the bomb has gone b00m, and the POS 20km from the it only lost 30% of its shields.
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Ausser
Cybertech Industrials Agency
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Posted - 2009.06.22 14:41:00 -
[28]
Originally by: Aleander Brunsh Also, I'm not really sure about player-launched system-popping (or grid-popping, for that matter). It would be hard to say why the titan 20AU from the bomb has gone b00m, and the POS 20km from it only lost 30% of its shields.
I would not let it pop titans - this should only be a verry verry rare case but possible (distribution of variance of damage, based on ehp of each target). If once per year one of them pops nobody will mind but legends and tales will start roaming arround.
We need titans to fill a role to become a real backbone, and one step in this direction is when it can serve with its (modified) vat/bay/hangar to compensate losses on the battlefield.
And please forget grids. They can be manipulated to do strange things, better not to use them for anything. Ppl will exploit it. |

Lann Krail
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Posted - 2009.07.03 22:04:00 -
[29]
way to de-rail people
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ShadowGod56
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Posted - 2009.07.03 22:29:00 -
[30]
what is exactly the role of the titan?
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Chi Quan
Bibkor Enterprises
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Posted - 2009.07.04 00:44:00 -
[31]
Originally by: Lann Krail ... Minmatar-10km long tri-barreld artillery canon firing 3 shells in a triforce ...
what is a triforce? ---- Ceterum censeo blasters need some tracking love |

Xenon Barinade
Caldari Helix Protocol
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Posted - 2009.07.04 00:48:00 -
[32]
Originally by: Chi Quan
Originally by: Lann Krail ... Minmatar-10km long tri-barreld artillery canon firing 3 shells in a triforce ...
what is a triforce?
It is a magical 'thingy' that is used and abused in every zelda game
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William Hamilton
Caldari Endless Destruction
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Posted - 2009.07.04 04:55:00 -
[33]
I think the only big problem with the DD as is is how spammable it is. It's supposed to be a superweapon and for that it's damage is fine, but superweapons are supposed to be kept in tactical reserve until you need them, nto a first option.
I feel the best "nerf" to DDD would be simply increasing the isetope cost once fuel bays are implemented, right now I think they cost around 25M to fire, this should be much higher, i'd say 150M might be a good starting place considering the power of these weapons. of course this must wait for fuel bays as not to drive the titan's cargobay size to assinine levels.
In addition, titans realy should eb given other options, not only to 'balance out' this nerf, but also to make the titan less of a one trick pony when it comes to combat. Jump bridges and clone bays are awesome abilities, but the titan realy needs some combat potential beyond the DD, perhaps a special titan siege mode module of sorts... Could start running low on gun slots then, so something would have to be done about that.
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