
Lachender Henker
The Illuminati.
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Posted - 2009.11.14 19:54:00 -
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The changes of the attributes of the Supercarriers created a lot of tears and argues. But not so many proposals to fix/balance things. So i made up my mind a little bit...
Heres my idea: I think that it¦s time to implement SUBSYSTEMS on Supercarriers. Each subsystem has advantages and penatlties, for example:
A Drone Subsystem:
+25% Fighter, Fighter-Bomber Bay Capacity -25% Armor-, Shield HP, Hull HP per Module
So you force the player to choose if they want to live longer or deal a lot of damage. And use this system as a way of balancing. In numbers: A supercarrier can still launch +3 Drone/Fighters/Fighterbombers per Level from the start, but without a Drone Subsystem the supercarrier will only have room in their Fighterbay for 10 Fighters/F-Bombers. (Normal Drones get their seperate Bay) As soon as you add a single "Drone Subsystem" you will be able to fit 15 Fighters/F-Bombers and you will loose 25% of your armor hp,hull and shield hp, because you need room for more drones. High DPS Supercarriers will have a lot less HP => Balancing
So a System with 2 Subsystem slots would give us for example (Drone wise):
2x Drone Subsystem: 20x Drones, 20x Fighter,20x Fighter-Bombers ( that you can launch ) -50% Hp
1x Drone Subsystem, 1x XYZ-Subsystem: 20x Drones, 15 Fighter,15x Fighter-Bombers ( that you can launch ) -25% HP
2x XYZ-Subsystem
20x Drones, 10 Fighters, 10x Fighterbombers ( that you can launch )
Advantages of this system: Even if you fit other Subsystems you will still be abe to launch 20 normal drones, but just 10 fighters/f-bombers.So your abiliy of defending against tacklers and sub-cap ships are still decent by using standart drones. But what you do NOT have is: Massive DPS and Masssive Hp. You have to choose...
Theres some more Subsystems i thought of to make it more interesting: -Increased jumprange -Remote ECM Burst Bonus -Armor Bonus -Shield Bonus ... the list you could implement is pretty long. Oh and forgive me i am not good in finding good names for those subsystems :(
To wrap it up: Taking an idea from the T3 ships, which are pretty popular because you can customize your ship,and combine it with a shipclass that has been discussed and argued about for ages now. The players set their penalties and advantages themselves and it opens up huge potentials for fleets.
So i hope my idea was kinda understandable. I do not read a lot in the forums so forgive me if this system was suggested for supercarriers somewhere else, but afaik i never heard of it before.
Supercarriers and Docking: I fly a Nyx for nearly 2 years now and i do not really need to dock to be honest. But since some ppl like to see it happening, i have an idea aswell:
It should be a docking "AT" stations not "IN" stations. Meaning you can establish a connection to the station but you still be outside and can be shot. The only things you will get are bonses to certain things like : cap-recharge rate, shield-recharge rate and repair bonuses. You also will be able to use the fitting tool, access your hangar, and access the market. Lowsec factions can take docking fees or certain fees for repping structure or whatever. In 0.0 space alliances can choose what they want to charge for it.
I mentioned that you can be shot... This is to avoid docking games which are pretty boring. You also will not be able to use offensive modules while you are linked with the station. You have to close the connection before you can, so you will not see any station boosted supertanks+drones. The station can provide some cover, but will not be able to save you everytime=> no hiding in station. In additionits it is possible to set some intervals for connecting and disconnecting with the station. Lets say 1 minute to eshablish a connection and 30 seconds to disconnect. This also will asure that you take a huge risk to "dock" at a station. Since you can not run away instantly if a hostile jumps in.
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