
Justin Cody
Caldari Apocalypse Enterprises Chain of Chaos
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Posted - 2009.09.16 02:42:00 -
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Originally by: DigitalCommunist Edited by: DigitalCommunist on 16/09/2009 00:46:31 Titans as super dreads and Motherships as super carriers is utterly, mind-numbingly boring. It takes what we can already do, and puts another spin on it - where the main difference is a "bigger hull" construction tax. What is the point of Dominion if you curb past ambitions and settle for less, without actually addressing where you went wrong?
Supercapitals didn't come out right for three reasons:
- kept relying on isk/skillpoints as a deterrent to ownership, which obviously does not work in the long run
- didn't devote enough coding resources to use unique mechanics, and instead recycled crap from the usual ship lineup
- underestimated how easily players can vaporize any amount of HP
Supercapitals should:
- NOT BE SHIPS, OR USE ANY OF THEIR MECHANICS GODDAMNIT
- be fully persistent and not go "poof" when someone decides they don't feel like defending it that day
- use reinforced/anchoring modes over passive/active tanking for defense
- require upkeep for operations just like starbases, deterring ownership for the sake of ownership through cost AND logistics
- require actual teamwork and logistics in their construction, key word: work
- require actual resources to repair and corporate roles in control
- require more than the push of a button to cyno out
- provide limited services/interactivity to allies with or without an active pilot at the helm
- not have 'normal ship' modules or slots; retrofits involving POS + time + money that leave them vulnerable
Titans should:
- automatically be reconsidered for balancing if more than a handful exist in the entire game
- have an even more powerful Doomsday, but one that does damage over time, costs major resources and leaves tactical after-effects on grid/system to screw with both sides
- not portal fleets, but carry them instead
- provide limited manufacturing capability
- scare the crap out of BOTH SIDES' FCs by preventing anything from escaping
- eat dreadnaughts for breakfast
Motherships should:
- be a viable offensive mobile base for medium-large sized corporations
- rely on signature masking, scanner spoofing and environments to "hide" from hostiles
- provide full clone services, to give fallen allies a chance to rejoin the fleet battle before its over
- provide ammo, charge, drone construction capability
All capitals should:
- NOT HAVE ANY INSURANCE, BASIC OR OTHERWISE FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFGLGHRLGHLNRNGHGHGHHGLRRR
- require jumpdrive spooling that isn't so immediate/instant
- have racial differences in capital stats (fuel cost, jump range, fighter bay, etc) and not just Tech 1
Alright I'm losing steam and I can't even remember half the stuff I wrote here ages ago (includes Dreadnaughts/Carriers). But the point is..
The quality of capital warfare is directly proportional to the amount of new mechanics and coding resources you throw at them, even if the whole thing is unbalanced and buggy as hell to start with.
It's disappointing that after so much talk and wait, your way of addressing supercapitals is to remove them in all but name. What is this cautious nonsense and how did it get in my CCP? >:E
BE A MAN.
I am in love with you for saying all of these things...it won't happen Remind people that profit is the difference between revenue and expense. This makes you look smart. Scott Adams
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