
Pilk
Blade.
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Posted - 2009.09.15 23:43:00 -
[1]
Will the Doomsday Operation skill be transformed into a skill affecting the new targeted weapon, or at least something useful? As someone with DDO V, this is quite important to me.
Carriers, and motherships even more so (thanks to their EW immunity), excel at asymmetric warfare. That was what always made me want to undock/warp in my carrier--I could legitimately fight off two dozen enemies with a single ship. Of course, risk/reward came into it still; I couldn't realistically loot any wrecks I managed to generate, and if someone did manage to get a good bump on me or a proper tackle and a backup gang, I was toast in a ship worth more than most roaming fleets (and I'd drop excellent loot, too!).
What I don't see here is anything to enhance that role; instead, motherships become kinda like dreadnoughts only not nearly as good. Motherships are now not all that great, anyway, since you'd be better off with a single Titan omgwtfpwning an enemy cap every five/(X) minutes than three or four motherships whose damage can be countered by spidertanks. There seems little point in removing the gang link bonuses other than spite; you yourself said the ship was rarely used and underpowered, and now you've eliminated both one of the few reasons to field a mothership, and one of the few training paths open to those who've maxed their mothership-flying skills.
Why not flesh out the clone vat bay idea? Make a mothership a true fleet-spawning powerhouse: all of a sudden, a cyno opens, two motherships appear, and ten battleships, ten HACs, two HICs, and four carriers'-worth of fighters are in your system. It's like a hotdrop, but all of a sudden subcap pilots can come play, which means that instead of two people having fun, it's more like two dozen. I very much doubt this is the best implementation of the mothership concept you can come up with, but surely there's more opportunity of "emergence" coming out of giving players choices than comes out of removing those choices.
--P
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