
Reggie Stoneloader
eXceed Inc.
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Posted - 2007.01.10 19:37:00 -
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Carriers: I agree that they should be more useful. Making the gang bonus from gang mods more powerful when the carrier/command ship/battlecruiser is on the grid would be a good way to do that, since there's almost no benefit to a carrier's presence right now. They shouldn't have very good combat abilities, though. Ideally, you'd have large carrier supported battles, where a big fleet has carriers in it to boost it with gang mods and logistics, and the fleet is able to support and defend the carrers in turn, but you'd also have smaller carrier-supported fleet battles, where the carriers send fighter wings as escorts but are not themselves in the line of fire, as it's done now.
Manned ships on carriers would be a nightmare. Carrier logs off with you in it, what then? Carrier asplodes with you in it? Carriers used to jump players and implants to cyno's would supplant the jump portal and make that already insanely powerful feature more prevalent.
Bombers: I want bombers and corvettes as a type of drone for carriers, actually. Have fighters be effective against frigates and cruisers and have bombers effective against battleships and capitals, then throw in corvettes with are effective against fighters and bombers. That would add depth to carrier fights, I think, and keep the capital pilots engaged in the game.
Worm Holes: They're already in, it's just that they all have stargates built around them. Being able to discover wormholes that take you to new places would be cool, though.
Decoys: This would be a neat new form of EW, maybe it could replace the neutered ECM for the Caldari. When you activate the module (med slot, loaded with tiny charges that are easy to carry) it launches a tiny decoy that identifies itself as you on the overview and each lock on your ship has a chance to be diverted to the decoy.
A projected version that can be used on other ships, like a freighter you're escorting, for instance, would be a high-slot mod that launches the probe instead of just dropping it (missile-like, in keeping with Caldari philosophy), and when it hits it does the same thing for the target ship, modified by your skills as the deployer.
It pops easily, like a jetcan, so if you've been fooled you know it soon and can retarget on the "real" one.
A counter-module would just reduce the chance that your lock would be tricked by the decoy.
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