
Nykala
L.L.A.M.A. Relativity Alliance
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Posted - 2013.03.12 01:24:00 -
[1] - Quote
I'm at a bit of a crossroad when it comes to titans and DD's. Having never flown one or used such a weapon what I say may not have that much value either. Even though I have been around long enough to hear about the changes and how it has shifted things in null wars.
So for what it is worth..
A weapon that is the strongest, most expensive, and longest to train into should have some kind of worth that makes it appealing to go after. Being a one click no questions about and unconditional IWIN button is a bit too much though. The concept of AoE style weapons on any ship type registers to me as something all ships should have built in as a form of overloading your capacitor and inevitably power core of the ship. With damage amounts relevant to the power of the non skill/fitting modified capacitor. A last resort that you can burn out when all else is failing and something that then renders the ship useless for either long periods of time, or indefinitely. Possibly depending on thermodynamics levels and/or how many slots you commit to capacitor buffing being the influence on the ships survivability after such an overload. the buffer for an internal damage type.
This might seem to go off topic, but bear with me for a sec. The idea and various levels of smartbombs (including doomsdays) can then be reworked to act as the very unpopular anti-cloaking tool. WH dwellers then don't have to throw as much of a hissy fit since who really has a titan in a WH to make an electronics disrupting/multi spectral ripple large enough to cover a possible full grid? smaller smartbombs anti-cloak range would only be useful to lift the veil off of an incoming bombing runs and what not a few seconds before they hit, so any class of cloakys goals are still achievable, they can still lurk and gather intel, but the virtually no-risk and all gains cloaky has some kind of counter. Now, if you put the resources into getting the sov, skills, and ships to hold powerful tools to help the groups maintain the space it was born from and for, would this be worthwhile as a weapon to help keep your space?
I know folks want to feel that training into capitals should make you the biggest baddest thing in the eve verse, but imo really their presence as main attack forces and/or necessities in fleet compositions a factor in what keeps a large chunk of players from making use of and occupying null. That and bubbles are large contributors to what keeps null empty and dull. Beefing up any direct combat related aspect of caps will only contribute to this. If you really want more folks to fight and live out in null, it might be worth considering leveling the battlefield where the smaller combat classes have the larger roles then massive instant win ships. I've always felt capitals should be deep space excursion vessels, mobile platforms comparable to POS' or stations which you can seed your empires expansion to and what can act as a dry dock for when you are too far out in uncivilized space to have the convenience of an outpost/station. Things they already have some capability of, but its pretty much agreed they are never used as used as. Rorquals just park it in a pos and boost/compress from a distance instead of leaving to the vast unknown for expedition type mining. Titans are just mobile jump bridges, carriers and dreads are just common weapons that only call for more of their own types to come in as a counter.
(slightly straying from doomsday topic, but still relevant to a capitals place and roles as a weapon or resource)
An unrealistic vision of mine was have capitals replace POS' and capitals themselves become a form of modular tower with maybe three subsystems that only add a small piece or part to the already present capital hulls, as weapon batteries do, but not to the extent of full subsystem design changing. With an indy core, they can anchor near a moon for harvesting with the moon mining array being a sort of an orbital strip miner for real end-game mining types, also expanding to mobile research platform with small scale assembly lines for keeping ammo stocks up and sub-cap ship supplies going when you are in deep space without them. A siege core subsystem could give it the offensive abilitys of whatever kind. Logistics core focuess on remote repping, probing, fleet boosting, etc. The capital type itself having small skill based modifiers for such cores/subsystems and acting as the difference between small/med/large towers.
Continuing on with that theme and the idea of titan fights/dooms days, having a one size kills all weapon of destruction may also be what hinders the element of this being a MMO. Opening your ranks to classes that can take out vessels smaller then what you are currently flying instigates team playing and effort more then single shotting anything and everything. The general idea of larger ships from various sources is they do have the capacity to take on ships of their own class, but need support to go against the smaller crowds which their weapons cannot track. Currently capitals do support this, outside of fighters. If you really want something stronger, it will have to come with consequences beyond time and money so they are tools that require strategy, not simple grinding or waiting for a queue to finish. |