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Tiddle Jr
Galvanized Inc.
82
|
Posted - 2015.03.22 07:43:58 -
[61] - Quote
Kiagon Fiero wrote:When considering new roles and uses for SuperCarriers and Titans their current build costs are too restrictive. Very few organizations can afford to use and lose them even with current incomes, and rental incomes will likely be shrinking soon. This means they are only used sparingly or in overwhelming numbers.
Accept the fact that "proliferation" has already happened and embrace it. Revamp their roles so they are used in combat regularly and die all the time. Reduce their build costs significantly. Imagine supercarrier hulls cost maybe 3-4 bil and Titan hulls 7-9 bil. This would open up a new spectrum of roles in fleet combat previously thought impossible. True, it would reduce the exhilaration in killing one, but at this price point they would be dying in actual combat much more frequently. At their current price point the only possible role they can play in combat is a role where they have an astronomically small chance of actually dying. Also, Sov holders wouldn't feel the need to blue everyone within 9 regions in order to protect their CSAA towers.
When the changes go live compensate all previous owners currently flying super hulls by giving them spare hulls through the Redeem system so that their net investment of minerals is conserved.
As I recall Manny (or Elise?) saying, "the price of admission to a good fight is the ship you are in." Much more dynamic and interesting roles could appear more palatable if the build costs were tailored around the philosophy that they could be used in risky situations and lost frequently without crushing the soul.
What long it takes for a major power blocs to build sc? How many they do already have at their inventory assets list. The price of build is not that important vs enviromental they are used at. Let's imagine titans are 10b worth now, a lot of people could immediately buy one and a lot could achieve even few, does it mean they going to buy them? Absolutely NO cause there are no proper conditions to use them. |

Phoenix Jones
Isogen 5
1170
|
Posted - 2015.03.22 11:30:36 -
[62] - Quote
you do realize you've just replaced every subcap in the game with this mode switching.
Mega tank, or self made no anchor bubble, or multi drone deployment...
You are making what is already very strong, into rediculously strong. They need a purpose, not the ability to replace every subcap in the game.
You need to start with basic functionality. The carrier for instance needs to carry. The supers need a vulnerability. The titan... Well... Anyway.
Ultimate summary, the proliferation needs to slow down to the point where amassing nothing but cap and super pilots is how you win the game. That's the balance point that needs to be achieved. This is done with the goals assigned for them.
There is one buff I wouldn't be against. That is with cyno jumping. Right now people have to light a bulb on a char, target and jump to it with their super. What I would suggest is that supers and caps can blind jump into a system (just target the system and jump into it). You wind up at a random planet in system. Cynos still work, they are just for pinpoint jumping.
I would allow the basic mobile cyno inhibitor to stop blind jumping (so the hunter can stop the guys friends from gang---- them). Basically 1 inhibitor blocks all blind jumps into the system (as these only last 1 hour, it's not a big deal).
What I would avoid is any buffs to the ship that would cause it to replace subcaps. It's not easy.
Yaay!!!!
|

xttz
GoonWaffe Goonswarm Federation
529
|
Posted - 2015.03.22 13:36:56 -
[63] - Quote
Manfred Sideous wrote: 10% Warp Disruption Field Generators Range  10% Warp Disruption Field Generators Cycle Time
While there are many ideas and roles for capitals to fulfil, something I feel they absolutely should not do is cover specialist ewar roles like this. By allowing capital ships to tackle other ewar-immune ships, it not only devalues Interdictors + HICs, but pushes us back towards the era of apex fleets. Once you're able to cover all key fleet roles solely with capital ships, there's no reason to take anything else and the only outcome is that an opponent will have to bring more capitals to compete. This problem is further compounded with the recent jump drive changes and cyno inhibitors.
There are all sorts of things capitals and super-capitals can be doing in this game. We have existing mechanics that can be iterated on and improved (clone vat bays, fleet bonuses, jump bridges, etc). There are all sorts of other imaginative ideas I've seen recently (Titans generating wormhole-style bonuses/penalties around an area in order to complement the fleet they're supporting).
Please, let's be more creative than "capital-sized Interdictor". |

Coelomate
The Suicide Kings Black Legion.
31
|
Posted - 2015.03.22 14:25:20 -
[64] - Quote
Ari Kelor wrote: - Adding a blockade style of module for both the Dreadnaught and Carrier. Similar to the Triage and Siege module this will have multiple effects that can set up a blockade for stations and stargates. Balancing considerations is that they will use stront, and will take up to a minute to deploy, so that you will need to keep continual coverage to try to catch something.
This is really interesting. Movement will be critical with the new command node system, allowing capitals to shut down or otherwise manipulate gates could give them a critical and interesting role. If your cap fleet lets you move more freely (bridging) while restricting the enemy (blockading), building and maintaining one will become highly desirable for fozzie sov warfare.
Love,
~Coelomate
|

The Hamilton
Sebiestor Tribe Minmatar Republic
97
|
Posted - 2015.03.22 14:29:48 -
[65] - Quote
I think there needs to be more back to the drawing board originality when it comes to providing caps and supers with a purpose post sov 5.0. Modes, more variations and movable starbases are all derivative of what they currently do. What about entirely new concepts.
- Deadspace generator on a super that prevents all others from warping to a grid for a couple of minutes while also leaving it vulnerable.
- Off grid shooting for dreads with support to spot targets.
- Proper rts style control of fighter wings to move about a system while outside of protective areas.
- Act as a slingshot for subcaps.
- Intel source of adjacent systems.
- Titans launch an equivalent of a nuke to a specific grid within system giving ample warning to those on grid.
|

Kazaheid Zaknafein
Mara's Hounds
13
|
Posted - 2015.03.22 16:35:13 -
[66] - Quote
Allowing capitals into highsec would be nice. With the removal of fighter delegation, carriers lose most of their bite; by further preventing seige/triage and only being able to use gates capitals would not be "unballanced". most accel gates would prevent use in most pve, and being able to build and use capitals in highsec would allow access to non sov holders and more access means more kills. |

Ari Kelor
The Dark Space Initiative Scary Wormhole People
29
|
Posted - 2015.03.22 17:59:45 -
[67] - Quote
Coelomate wrote:Ari Kelor wrote: - Adding a blockade style of module for both the Dreadnaught and Carrier. Similar to the Triage and Siege module this will have multiple effects that can set up a blockade for stations and stargates. Balancing considerations is that they will use stront, and will take up to a minute to deploy, so that you will need to keep continual coverage to try to catch something.
This is really interesting. Movement will be critical with the new command node system, allowing capitals to shut down or otherwise manipulate gates could give them a critical and interesting role. If your cap fleet lets you move more freely (bridging) while restricting the enemy (blockading), building and maintaining one will become highly desirable for fozzie sov warfare.
I agree with your conclusions. It seems to me that the new sov warfare is trying to add a terrain of sorts by implementing constellation level siege mechanics. Capitals need to be part of this system in order to be widely used, what better way use them than to make it so they can effectively counter smaller ships capabilities while at the same time sacrificing there ability to effectively counter other capital ships. Movement and the ability to actively oppose your enemy several jumps away will be a great advantage, a role that Capitals can easily fit into given the right mechanics.
As for the OP instead of pushing MODES onto the capitals, add more variety to the triage/siege modules to give capitals different capabilities. Bringing down the power of the current modules and split the bonuses into 3-4 separate modules and build fits around them. It would be really interesting if they made different animations for the different modules so you can visually see what they are using. |

Phoenix Jones
Isogen 5
1171
|
Posted - 2015.03.22 19:01:17 -
[68] - Quote
Ari Kelor wrote:Coelomate wrote:Ari Kelor wrote: - Adding a blockade style of module for both the Dreadnaught and Carrier. Similar to the Triage and Siege module this will have multiple effects that can set up a blockade for stations and stargates. Balancing considerations is that they will use stront, and will take up to a minute to deploy, so that you will need to keep continual coverage to try to catch something.
This is really interesting. Movement will be critical with the new command node system, allowing capitals to shut down or otherwise manipulate gates could give them a critical and interesting role. If your cap fleet lets you move more freely (bridging) while restricting the enemy (blockading), building and maintaining one will become highly desirable for fozzie sov warfare. I agree with your conclusions. It seems to me that the new sov warfare is trying to add a terrain of sorts by implementing constellation level siege mechanics. Capitals need to be part of this system in order to be widely used, what better way use them than to make it so they can effectively counter smaller ships capabilities while at the same time sacrificing there ability to effectively counter other capital ships. Movement and the ability to actively oppose your enemy several jumps away will be a great advantage, a role that Capitals can easily fit into given the right mechanics. As for the OP instead of pushing MODES onto the capitals, add more variety to the triage/siege modules to give capitals different capabilities. Bringing down the power of the current modules and split the bonuses into 3-4 separate modules and build fits around them. It would be really interesting if they made different animations for the different modules so you can visually see what they are using.
Too confusing, too broken. You'd be giving caps and supercaps powers they never could have conceived of.
I would take them down to the drawing board in total. Redo their goals in total, and balance their power curve so they don't replace a fleet of a logi wing alone. We have to tone them down, bring them inline with every other ship, and create a command structure for them (a reason to bring 1 to 5 of them, and not 100 to 500 of them).
Yaay!!!!
|

Phoenix Jones
Isogen 5
1171
|
Posted - 2015.03.22 19:04:24 -
[69] - Quote
Trying to balance them off the concept of retrieving their post glory is folly. The past is gone.
Let's make them relevant in the present.
Unfortunately with that, this means that the concept of a nothing but capital fleet armada needs to die. In addition, the concept of amassing nothing but cap cashes also needs to die. It's begun with the phoebe and sov changes. I fear that people maybe too attached to what they were, they won't bother with trying to make them into what they should be.
Yaay!!!!
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Dirk MacGirk
Specter Syndicate Tactical Narcotics Team
134
|
Posted - 2015.03.22 19:28:21 -
[70] - Quote
What about just removing capital remote reps altogether? This would require taking supercaps with doomsdays and fighter bombers completely out of the equation. If carriers and dreads were forced to be supported by subcap healer magic, would there really be any need for supercaps as we know them today? Hell, you could find a way of giving fighter bombers to standard carriers to give them some sort of genuine anti-capital/structure punch, albeit not at the level of the supercarrier of today. It just seems like the entire idea surrounding the brick-like nature of massed capitals with remote reps is one of the major stumbling blocks.
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Coelomate
The Suicide Kings Black Legion.
31
|
Posted - 2015.03.22 20:05:03 -
[71] - Quote
Keep in mind that CCP announced the (eventual) removal of hitpoint-based POS grinding at fanfest. Capitals will be in a truly absurd balance spot once the big guns don't even have a use shooting a POS.
If capitals retain anti-capital firepower, the game will beg for a reason to deploy them in the first place. While capitals only excel at shooting capitals and nothing else, they just won't be used.
Love,
~Coelomate
|

Leisha Miranen
The Alabaster Albatross Eternal Pretorian Alliance
6
|
Posted - 2015.03.22 20:10:29 -
[72] - Quote
While I agree to an extent, it seems odd that you've chosen the Archon as your example. It is perhaps one of the only capitals that currently has few balance issues, if any - it sees a wide array of uses, and is especially common for triage (I.e. it's not hurting or in need of serious love).
Whereas dreadnoughts are the caps most affected by the removal of structure grind, because it removes on of thiir main purposes. |

CompleteFailure
DAWGS Corp. Phoebe Freeport Republic
223
|
Posted - 2015.03.22 21:51:59 -
[73] - Quote
Leisha Miranen wrote:While I agree to an extent, it seems odd that you've chosen the Archon as your example. It is perhaps one of the only capitals that currently has few balance issues, if any - it sees a wide array of uses, and is especially common for triage (I.e. it's not hurting or in need of serious love). Of all the capital ship the archon is probably the one that needs change the least.
Whereas dreadnoughts are the caps most affected by the removal of structure grind, because it removes one of their main purposes.
Completely missing the OP's point. He's using the Archon as an example because it's so good, not because he thinks it needs improvement. Being so good at everything all at once is the entire point of his proposal. |

Kazaheid Zaknafein
Mara's Hounds
13
|
Posted - 2015.03.22 21:55:59 -
[74] - Quote
The problem with balancing capitals lies in where is appropriate to set their power. Should they be glorified battleships, or should they be able to defend themselves. On one hand they represent the largest and most powerful things we can build and fly, on the other all it takes is a pair of cruisers and they die kinda easily.
They should be powerful enough that it takes quite an effort to bring one down, but weak enough to where they cant dominate an entire wing of smaller ships.
As it sits, all but the Super-carriers and titans are glass cannons, carriers can be removed off field with the concentrated effort of a few tornados and a tackle; dreads fall prey to anything faster than an old cripple.
Perhaps as a balance change make them better capable of engaging smaller enemies, or make them more viable to field in smaller numbers- a carrier should not need seven more carrier buddies to be able to defend itself against something small enough to fit in its drone bay.
And scripts to siege mode; they would let the dread switch between ungodly damage or greatly bonused tracking speed. |

Leisha Miranen
The Alabaster Albatross Eternal Pretorian Alliance
6
|
Posted - 2015.03.22 22:28:10 -
[75] - Quote
CompleteFailure wrote:Leisha Miranen wrote:While I agree to an extent, it seems odd that you've chosen the Archon as your example. It is perhaps one of the only capitals that currently has few balance issues, if any - it sees a wide array of uses, and is especially common for triage (I.e. it's not hurting or in need of serious love). Of all the capital ship the archon is probably the one that needs change the least.
Whereas dreadnoughts are the caps most affected by the removal of structure grind, because it removes one of their main purposes. Completely missing the OP's point. He's using the Archon as an example because it's so good, not because he thinks it needs improvement. Being so good at everything all at once is the entire point of his proposal.
So remove even MORE utility from capitals than CCP already has? What I'm saying is that he's gone to a lot of trouble to lay down a lot of specific numbers for carriers, where you are saying this isn't about carriers.
If you are suggesting that his point is really about other capitals then I'd like to see the very specific suggestions he has for dreads and supers, which could benefit a lot more from this than carriers (which are currently in a fairly good place and IMO don't need to be touched). |

Manfred Sideous
North Eastern Swat Pandemic Legion
1126
|
Posted - 2015.03.22 22:47:44 -
[76] - Quote
Leisha Miranen wrote:CompleteFailure wrote:Leisha Miranen wrote:While I agree to an extent, it seems odd that you've chosen the Archon as your example. It is perhaps one of the only capitals that currently has few balance issues, if any - it sees a wide array of uses, and is especially common for triage (I.e. it's not hurting or in need of serious love). Of all the capital ship the archon is probably the one that needs change the least.
Whereas dreadnoughts are the caps most affected by the removal of structure grind, because it removes one of their main purposes. Completely missing the OP's point. He's using the Archon as an example because it's so good, not because he thinks it needs improvement. Being so good at everything all at once is the entire point of his proposal. So remove even MORE utility from capitals than CCP already has? What I'm saying is that he's gone to a lot of trouble to lay down a lot of specific numbers for carriers, where you are saying this isn't about carriers (I didn't see any specific modes suggested for other capitals in the OP....). If you are suggesting that his point is really about other capitals then I'd like to see the very specific suggestions he has for dreads and supers, which could benefit a lot more from this than carriers (which are currently in a fairly good place and IMO don't need to be touched).
Im not a Dev the example of the Archon was a presentation of a idea. All the figures bonuses and stats are irrelevant because they are highly subjective to discussion and balance. However the MODEs and the example of how you can give strengths and weaknesses is the overall point. The overarching thing is you can make capitals do new and exciting things without just buffing the overall kit. A dread for instance that can go into a anti subcapital mode. Or a anti-capital role. The sky is literally the limit. However what you don't want to do is say " O hey caps can do everything they can do now but were also giving them all these other things they can do at the same time". Modes allow for new exciting roles without stripping away existing roles. Its about making things more dynamic and offering players new tools and choices that creates interesting gameplay.
@EveManny
https://twitter.com/EveManny
|

Manfred Sideous
North Eastern Swat Pandemic Legion
1126
|
Posted - 2015.03.22 22:49:26 -
[77] - Quote
Dirk MacGirk wrote:What about just removing capital remote reps altogether? This would require taking supercaps with doomsdays and fighter bombers completely out of the equation. If carriers and dreads were forced to be supported by subcap healer magic, would there really be any need for supercaps as we know them today? Hell, you could find a way of giving fighter bombers to standard carriers to give them some sort of genuine anti-capital/structure punch, albeit not at the level of the supercarrier of today. It just seems like the entire idea surrounding the brick-like nature of massed capitals with remote reps is one of the major stumbling blocks.
I'd be down for that but the cost of Supercaps would need to come down. However that plays into another conversation about logi roles in general in PVP.
@EveManny
https://twitter.com/EveManny
|

Rowells
ANZAC ALLIANCE Fidelas Constans
2155
|
Posted - 2015.03.22 23:02:04 -
[78] - Quote
One way to nerf the carrier blob might be to give capital reps the same treatment dreadnought guns have with siege. Reduce the base despair amount significantly while increasing the triage module bonus. |

Anhenka
Infinite Point Nulli Secunda
1307
|
Posted - 2015.03.22 23:12:27 -
[79] - Quote
Rowells wrote:One way to nerf the carrier blob might be to give capital reps the same treatment dreadnought guns have with siege. Reduce the base despair amount significantly while increasing the triage module bonus.
This would be a bit premature. I would hardly call the ability for heavy spider tanking to be considered OP when the main situations where it was a problem (300 carriers at a sov timer) are being stripped away until they are nearly useless for Sov.
What you suggest is certainly an option as long as it accompanies a new role for carriers. They are hardly in a place atm where they need more heavy nerfs because they are being "OP". |

Kazaheid Zaknafein
Mara's Hounds
13
|
Posted - 2015.03.22 23:37:29 -
[80] - Quote
Anhenka wrote:Rowells wrote:One way to nerf the carrier blob might be to give capital reps the same treatment dreadnought guns have with siege. Reduce the base despair amount significantly while increasing the triage module bonus. This would be a bit premature. I would hardly call the ability for heavy spider tanking to be considered OP when the main situations where it was a problem (300 carriers at a sov timer) are being stripped away until they are nearly useless for Sov. What you suggest is certainly an option as long as it accompanies a new role for carriers. They are hardly in a place atm where they need more heavy nerfs because they are being "OP".
Anything fielded in 100+ blobs can be rediculous. Even dessies in the blob scale can do absurd things. We need to find a balance where a few are fine, but fielding 100 at a time is pointless. |

Coelomate
The Suicide Kings Black Legion.
33
|
Posted - 2015.03.22 23:43:54 -
[81] - Quote
Anhenka wrote:Rowells wrote:One way to nerf the carrier blob might be to give capital reps the same treatment dreadnought guns have with siege. Reduce the base despair amount significantly while increasing the triage module bonus. This would be a bit premature. I would hardly call the ability for heavy spider tanking to be considered OP when the main situations where it was a problem (300 carriers at a sov timer) are being stripped away until they are nearly useless for Sov.
Dropping slowcats on the enemy staging system before timers come out will be a powerful strategy and result in N+1 slugfests. Until the POS revamp, POS timers will also be N+1 slugfests. And spending on constellation geography, parking at a key gate with a carrier blob could also be hugely effective in sov warfare.
It's true that the slowcat blob won't effectively bounce around winning 10 minute timers, but parking them at choke points still has a good chance of impacting the meta.
Love,
~Coelomate
|

Anhenka
Infinite Point Nulli Secunda
1308
|
Posted - 2015.03.23 00:01:14 -
[82] - Quote
Coelomate wrote: Dropping slowcats on the enemy staging system before timers come out will be a powerful strategy and result in N+1 slugfests. Until the POS revamp, POS timers will also be N+1 slugfests. And spending on constellation geography, parking at a key gate with a carrier blob could also be hugely effective in sov warfare.
It's true that the slowcat blob won't effectively bounce around winning 10 minute timers, but parking them at choke points still has a good chance of impacting the meta.
Eh maybe, but that's going to be a strong strategy with subs or capitals. You can camp someone into a station nearly as easily with 100 HAC's and 50 bombers (+ bubble support) just as easily as you can with 100 HAC's and 50 carriers.
It's not a problem that's specific to carriers. |

Kazaheid Zaknafein
Mara's Hounds
13
|
Posted - 2015.03.23 01:05:09 -
[83] - Quote
Anhenka wrote:Coelomate wrote: Dropping slowcats on the enemy staging system before timers come out will be a powerful strategy and result in N+1 slugfests. Until the POS revamp, POS timers will also be N+1 slugfests. And spending on constellation geography, parking at a key gate with a carrier blob could also be hugely effective in sov warfare.
It's true that the slowcat blob won't effectively bounce around winning 10 minute timers, but parking them at choke points still has a good chance of impacting the meta.
Eh maybe, but that's going to be a strong strategy with subs or capitals. You can camp someone into a station with 100 HAC's and 50 bombers (+ bubble support) nearly as easily as you can with 100 HAC's and 50 carriers. It's not a problem that's specific to carriers. POS's are more applicable, but if we take away their role in repping Sov structures, and we take away their heavy spider tanking for defending static locations, and we take away their ability to assign fighters.... What's left? Honestly. I'll still use one to rat, but gatecamping with them really shouldn't the the pinnacle of capital combat.
The way we are going now carriers are becoming 3km domis, and dreads will be like the Maelstrom and Abaddon |

Ari Kelor
The Dark Space Initiative Scary Wormhole People
29
|
Posted - 2015.03.23 02:45:38 -
[84] - Quote
Kazaheid Zaknafein wrote:Anhenka wrote:Coelomate wrote: Dropping slowcats on the enemy staging system before timers come out will be a powerful strategy and result in N+1 slugfests. Until the POS revamp, POS timers will also be N+1 slugfests. And spending on constellation geography, parking at a key gate with a carrier blob could also be hugely effective in sov warfare.
It's true that the slowcat blob won't effectively bounce around winning 10 minute timers, but parking them at choke points still has a good chance of impacting the meta.
Eh maybe, but that's going to be a strong strategy with subs or capitals. You can camp someone into a station with 100 HAC's and 50 bombers (+ bubble support) nearly as easily as you can with 100 HAC's and 50 carriers. It's not a problem that's specific to carriers. POS's are more applicable, but if we take away their role in repping Sov structures, and we take away their heavy spider tanking for defending static locations, and we take away their ability to assign fighters.... What's left? Honestly. I'll still use one to rat, but gatecamping with them really shouldn't the the pinnacle of capital combat. The way we are going now carriers are becoming 3km domis, and dreads will be like the Maelstrom and Abaddon
Which is exactly why Capitals need to be given new purpose in the new sov system while limiting the nerf. Using different styles of siege type modules to project different effects on the battlefield is one way of doing that. Gatecamping, force projection, and anything else that forces the ships to be used in direct confrontation with the enemy will bring the caps out. It will also give the advantage to the people that have prestaged large cap fleets nearby for escalations.
Complicated is good, it is what eve is about. Think about the fitting system and how many different combinations of modules + ships there are. Complicated is why most of us that play the game stuck around, because it is a challenge and continues to be so. All I would ask is the you give the largest of ships more options to do different things than they have done in the past. |

Grog Barrel
Federal Navy Academy Gallente Federation
61
|
Posted - 2015.03.23 03:41:05 -
[85] - Quote
Mahmoud Khatami Ahmadinejad wrote:we dont need to have modes on every ship. just keep that to t3 destroyers.
^This and I would suggest to keep an eye on Asuka Solo's post. She elaborated very well on what, I would say it, should be the focus of cap development. There are some minor points which could be discussed but all in all, I think she's spot on.
I would elaborate more, but time is not on my side right now. |

Kazaheid Zaknafein
Mara's Hounds
13
|
Posted - 2015.03.23 07:48:24 -
[86] - Quote
Caps need to be fight changes in small doses, not in blobs. For Carriers and Supers perhaps some bonuses to running links; since they can already fit them. None of the nonsense of forcing boosts on grid, the incentive to field the carrier would be links + fighters+ heavy logi. Perhaps make capital only sized links and give dreads and titans the ability to fit links that boost offensive capabilities; ie tracking speed, falloff/optimal, overheating damage reduction.
This might breathe some life into a quickly dying category of ships |

Gremoxx
The Ostrogoths Curatores Veritatis Alliance
20
|
Posted - 2015.03.23 11:16:31 -
[87] - Quote
Kazaheid Zaknafein wrote:Caps need to be fight changes in small doses, not in blobs. For Carriers and Supers perhaps some bonuses to running links; since they can already fit them. None of the nonsense of forcing boosts on grid, the incentive to field the carrier would be links + fighters+ heavy logi. Perhaps make capital only sized links and give dreads and titans the ability to fit links that boost offensive capabilities; ie tracking speed, falloff/optimal, overheating damage reduction.
This might breathe some life into a quickly dying category of ships
This is a good synopses.
Dreadnoughts, Carriers, Super-Carriers and Titans should be specialised weapon platforms like Command-ships. You deploy them in small numbers, within the fleet to boost effectiveness of other weapon platforms. MODE would / could support such boost within fleets, but as I have pointed out before
There should be no added value in mass deployment of Capitals, if anything, you should loose fleet effectiveness with each Capital past optimal in fleet. And perhaps, if capitals are deployed in Cap fleet you will receive negative bonuses.
I don-¦t want to see Caps out of the game, there needs to be role for Capitals, we need BIG toy-¦s or why else would we continue playing the game. |
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CCP Larrikin
C C P C C P Alliance
0

|
Posted - 2015.03.23 11:53:56 -
[88] - Quote
Hey All,
Awesome discussion so far. We're keeping a close eye on this thread (and others like it).
Moar Words Please. |
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FT Diomedes
The Graduates Forged of Fire
899
|
Posted - 2015.03.23 13:25:52 -
[89] - Quote
Gremoxx wrote:Kazaheid Zaknafein wrote:Caps need to be fight changes in small doses, not in blobs. For Carriers and Supers perhaps some bonuses to running links; since they can already fit them. None of the nonsense of forcing boosts on grid, the incentive to field the carrier would be links + fighters+ heavy logi. Perhaps make capital only sized links and give dreads and titans the ability to fit links that boost offensive capabilities; ie tracking speed, falloff/optimal, overheating damage reduction.
This might breathe some life into a quickly dying category of ships This is a good synopses. Dreadnoughts, Carriers, Super-Carriers and Titans should be specialised weapon platforms like Command-ships. You deploy them in small numbers, within the fleet to boost effectiveness of other weapon platforms. MODE would / could support such boost within fleets, but as I have pointed out before There should be no added value in mass deployment of Capitals, if anything, you should loose fleet effectiveness with each Capital past optimal in fleet. And perhaps, if capitals are deployed in Cap fleet you will receive negative bonuses. I don-¦t want to see Caps out of the game, there needs to be role for Capitals, we need BIG toy-¦s or why else would we continue playing the game.
Please, no. I did not train to fly Carriers and Dreadnoughts so they could be a glorified on-grid booster (that's why I trained Command Ships V!). I trained them to destroy stuff or save stuff. A pile of hostile Dreadnoughts used to mean someone was serious about fighting you. You fought them or you lost your space. Then Supercapital proliferation happened and Supercapitals gutted the role that Dreadnoughts held. Now, CCP appears to be throwing the baby out with the bath water and removing 90% of the reasons to fly these iconic ships.
Dreadnoughts are siege weapons. You commit them to the fight and tear down the enemies' walls and towns. That is their primary role. That should remain their role. The more of them you bring, the faster you tear down walls. Yes, they are also great against Carriers, if you have something to hold them down. Yes, under the right circumstances - with maximum skills and support - you can kill battleships with them too. That's fun, without being game breaking. Dreadnoughts - as a class, not individually - are just about perfect.
Carriers, on the other hand, are broken. If you took away Supercarriers, this would be immediately obvious. The ability for a capital ship to use subcapital weapons (Drones and especially sentry drones) is incredibly broken. Especially when combined with the ability to continue remote repairing at 50+ kilometers. Carriers should have to commit to the fight. A Triage Carrier is an awesome difference maker in a brawl, without being too overpowering. Triage comes with a great risk and a great reward. Please expand on that, CCP.
In the next year, please find a way to make battleships the line-of-battle they should be. Find a way to make Capitals and Supercapitals have a fun and relevant supporting role in that fight.
On 3 April, I'll be celebrating my eighth Eve birthday. I won't actually able to play Eve because I'll be deployed in my country's service. I will, however, be subscribed and continuing to train. The reason for that is that I think CCP is savvy enough to deliver on some of their promises regarding the new direction this game is going with structures. I am not entirely hopeful - this year's decision to resub was the hardest it has ever been. This idiotic Trollsov, where you don't need to commit to a fight to destroy towns, makes me want to vomit. The things I've seen about removing fleet warp don't look very promising. And so on and so forth... But I can say this much, next year, I'll be thirty-seven. I have a house, kids, dog, and a career. Devoting time to something with the depth of WoT is not an option. Continuing to take part in a rich world of empire building and meaningful losses is worth it to me. Please don't screw this up, because I'll have to spend more time and money reloading and shooting (my other expensive hobbies) if you do. And my wife hates that almost as much as she hates my "dirty mistress" - Eve.
The Greatest Ship Ever. Credit to Shahfluffers.
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Ben Ishikela
24
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Posted - 2015.03.23 13:45:59 -
[90] - Quote
Someone asked the UI-Panel at fanfest if there could be a systemwide overview for users of warfare links and such. The commander could see/have access to information of every grid a pilot of his fleet/wing/squad is present. Make this accessible via the newmap by zoomand/etc. Also optional new additional overview windows for this. Get information instead of pure number boni! If this would be implemented, it could be a desired gameplay feature for capitals also. Although Skynet was aweful. The ability to engage in multigrid warfare was pretty thing (if you are the guy who does it). So why not rework it and bring it back in a stable and well thought about way. ==> that brings me to the Idea: .Make Capitals able to fight broadcasted targets even when they are not on the same grid. .Range of Capital weaponry in measures of AU. .(also awesome in addition to capitals that behave like structures that can use services and carry pilots around with them. that can then undock to defend&attack on its grid. supers=dockable. gates can shoot over several AU, when controled. (this would help defend valuable systems & attack them)) .Make capitals use some form of warfare links like the above. .Make Valkyrie-Hangar a fittable station service that can be fit to capitals. that connects the two games. payment for successful logged in valkyrie-mercenary-jump-clones. (instead of capital drones as player controled npcs)
Concerns: too safe! --> if they agress make them appear on system-overview(warpable) for everyone. (lore: energy output too great to hide) Concern: ninja Doomsday from off-grid would be so imba --> yes why not its awesome. but as in concern number one: titan should die after that if he has no backup. Dreads could shoot it down over several AU range, before it can jump again. Concern: Dreads would control the whole system and be unkillable --> give them so little tracking that they are not suitable for ongrid warfare at all. (implication maybe: battleships for defence of capitals ongrid needed) ... and many concerns more!
Implications i'd like: ==> warfare links are useful and active Task again. ==> multigrid warfare for more cooperation and teamwork required. ==> multigrid -> less serverload. ==> feel like a little but meaningful guy in a big game again, when i support a capital fight.
I dont even know if the above is a thing i want personaly. As its so far away i cant imagine the outcome.
Add new modules or ships that can use tactics and strategies to beat the current meta or use totaly different gameplay to do so! yay :)
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