
Grendle Firefly
Bellum Aeternus The Makhai
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Posted - 2007.05.03 21:44:00 -
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My take on fixing the Titan DD.
The DDÆs use as an anti blob weapon has value, so donÆt eliminate it. What I would do to mitigate its effect is two things. First, increase the cost of setting it off. Something on the order of 1+ billion isk should keep it from being used on small 10 to 25 member gangs. There is no need to rid space of such gangs like there is the blob. As it is now, it is cost effective to use a DD against a single well fit BS as the loot will likely offset the cost. Second, I would retain the damage amount of a DD, but I would limit the overall damage it could do. So it will still do the 64Kish damage it now does but the total damage per DD blast has a max. Say something on the order of 100 times the damage to a single target (64,000 x 100 or perhaps instead it does 25x per skill level). This damage would be applied to the smallest ship in the AOE and so on up to the largest until it is used up. What these two changes do is create a minimum effective floor for DD use (Due to cost/benefit ratio) and an absolute ceiling (due to max damage) while retaining the DDÆs effectiveness in anti blob warfare. It would also mitigate the impact of an alliance having multiple Titans. In fact, the max damage limitation would require multiple titans to deliver a total wipeout of a blob made up of large ships. Which is as it should be imo.
Now, if you take something away from the Titan class ship, you should give it something in return. It is, after all, the ultimate reward for a well run alliance. Again, as it should be.
What I would propose is having two versions of the DD. One is the current version as modified above, and the other is a super powerful, single target, turreted weapon aka deathstar. This weapon should be able to do enough damage to cripple a Mom ship, seriously hurt a Titan and destroy a dread or carrier. The limitations on its use being that it costs more to operate than the AOE DD, maybe 4 billion, and it can only be used direct fire. (No remote activation) The tactical implications of such a weapon should be obvious.
To switch between the two weapons you would need to load a different fuel. Alternately you could make then two separate modules, but this would seem unduly limiting as only one would be fitted at a time.
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