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Aamrr
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Posted - 2011.08.11 18:15:00 -
[1]
Supercapital proliferation has been an ongoing issue in Eve for some time. While the actual number of ships that should be in active use is up for debate, we should at least see some balance between the number being produced and the number being destroyed.
Building supercapitals is hell. One has to acquire the materials, compress the minerals, transport it to a safe production area, and protect the CSAA -- it's appropriate. The real issue is how infrequently they get blown up.
While a supercapital carries numerous high meta-type modules, only about 50% of these drop and they aren't even the dominant cost of the ship. And now that they're so much more common, killing one today is no longer the status symbol it was in years past.
Unfortunately, we have to be careful about how we proceed.
- Raw isk isn't a good incentive. Not only does it cause issues with inflation, many alliances have so much moon goo revenue that it wouldn't be worth the effort in any case.
- High meta-level items are also a poor choice. Supercapitals need to be an asset sink for these modules, and making them more prevalent is just going to deflate their value.
- 3.) Salvage carries the same problem that raw isk does, except that it also specifically screws up an important market.
Instead, I'd like to introduce limited-use ammmunition, charges, and scripts that provide tactical significance to alliance leadership and fleet commanders.
I'll propose a few ideas in the subsequent post to illustrate precisely what I mean. If you're interested in supporting the petition, please feel free to submit your own suggestions.
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Aamrr
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Posted - 2011.08.11 18:24:00 -
[2]
For every supercapital that's destroyed, the corporation or alliance responsible for the majority of the damage would receive the reward at their corporation HQ after the following downtime. In no particular order, here are some ideas:
- Optional components that reduce supercapital production times. Perhaps a 50% reduction in time they spend in the oven.
- Single-use jump drive optimization routines. Let a capital ship jump 30% farther than normal.
- Alternatively, let them consume less capacitor when activating their jump drive, even if it still requires a 70% charge.
- AoE doomsday scripts. While I know we just got rid of these, they would be at least somewhat reasonable if you knew that on average a titan would only get an AoE once in its lifetime.
As mentioned previously, suggestions and amendments are welcome.
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Omara Otawan
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Posted - 2011.08.11 18:52:00 -
[3]
Why not just scale logoff timers with ship base sig radius instead?
Take battleships as the baseline for the 15 minute logoff under aggro, scale down for sub-battleship and scale up for capitals and supercapitals according to relative signature.
Would leave supercarriers at about 7 hours timer logging off under aggro, enough to destroy a whole fleet of them that pull a tactical logoffski.
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Aamrr
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Posted - 2011.08.11 19:46:00 -
[4]
It's not just the logoff timer -- it's also electronic warfare immunity. In addition, supercarriers are even more slippery. 15 ECM drones certainly affects the number of interdictors necessary to get the job done.
In any case, it's a significant task to organize that many pilots. It should let you do something cool in exchange.
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Omara Otawan
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Posted - 2011.08.11 20:26:00 -
[5]
Hunting down lone supers isnt the issue, that is done easy enough. And killing one is cool enough to go through the effort at least in my book, juicy loot being the icing on the cake.
The real issue of not enough supers dying is that in large-scale engagements, simply logging them off is enough to get away with most of your fleet intact if you did bite off more than you could chew.
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Nariya Kentaya
Coalition Of Gentlemen.
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Posted - 2011.08.12 04:27:00 -
[6]
Originally by: Omara Otawan Why not just scale logoff timers with ship base sig radius instead?
Take battleships as the baseline for the 15 minute logoff under aggro, scale down for sub-battleship and scale up for capitals and supercapitals according to relative signature.
Would leave supercarriers at about 7 hours timer logging off under aggro, enough to destroy a whole fleet of them that pull a tactical logoffski.
scaling the aggro logoff timer like this would be far superior in my opinion, scaling should be proposed instead, though make sure you cant scale it back too much, last thing i would want is to cap-out an amarrian BC with my destroyer, jam it, only for it to log-offski before i could kill it.
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Abdiel Kavash
Caldari Paladin Order Fidelas Constans
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Posted - 2011.08.12 05:57:00 -
[7]
Incentives for killing supercaps? Come into any 0.0 alliance chat and say "we have supers tackled, join fleet for killmails". Then question whether there really needs to be any more incentives. ---
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Aamrr
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Posted - 2011.08.12 12:05:00 -
[8]
Originally by: Abdiel Kavash Incentives for killing supercaps? Come into any 0.0 alliance chat and say "we have supers tackled, join fleet for killmails". Then question whether there really needs to be any more incentives.
At that point, the hard part is done. Who wouldn't want to get involved after someone else has done the work?
Try asking them "hey, some supercap pilot's alt just logged on, we're going leave a cyno pilot in the neighboring system for 3 hours. X up if you want to sit in fleet while we wait to see if something interesting happens."
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