
Aramendel
Amarr Coreli Corporation Exuro Mortis
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Posted - 2007.08.19 11:45:00 -
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Edited by: Aramendel on 19/08/2007 11:49:30
Originally by: Jin Entres 1. Carriers and motherships are restricted to low sec 2. Carriers and motherships require a year of training 3. A mothership costs 20 carriers, yet only does at most the damage of two 4. Building a mothership requires logistics and a great risk in securing it's production (we've lost a POS building a mom) 5. It is possible for a well piloted gang of a dozen battleships to kill a mothership. 6. Every fighter costs 20 million ISK, which is the insurance of a Tier 1 BS 7. Carriers are easily tackled 8. Officer smartbombs are expensive as hell 9. Bumping is ludicrously easy considering the actual masses of ships
1. High sec PvP is not really terribly important. 2. Training time does not balance things, it just pushes problems with them a bit in the future 3. Thats the case for pretty much everything. A megathron costs more than 20 throaxes and does also only the dps of 2. 4. POS jump bridges and constellation capital have made this far easier and safer. 5. If you can hold the MS down. Which isn't that easy. 6. True. Ignores fitting cost though. 7. True. Mainly due to damps being very (possibly too) effective vs them though. 8. That is because the demand for them is high, their price is entirely player made. People pay as much for them because they are worth it. 9. That does not make it easy in reality.
Anyway, the problem here are not really motherships. They are perfectly OK compared to carriers in 0.0. Their effective invulnerability in low sec however is most definately a problem.
But this is not the real point really. Its not about carriers vs motherships. Its about capital reinforcements.
Currently the main problem in eve PvP is getting the other side to engage. With a good scouting network it is essentially impossible to get a smart opponent to fight you unless he decides to. You can try to bait people to agress and then get your main force into the system, but that requires time since it quite often has to travel 2 systems to avoid getting scouted. And as soon as it gets spotted the baited force wil ltry to disengage (or kill the bait force before the reinforcements arrive and flee).
Capital reinforcements on the other hand are instant and not scoutable. They are also easier to move. Yes, a ship of your force needs a cyno gen, but fitting one is no terrible sacrifice and being static for 10 mins does not mean much if a capital is repping you. In short, the instant hotdropping of caps into a battle is problematic.
A possible solution there could be to a) make cynos not warpable to and b) add a 30 sec jump calculation time before you can jump to a cyno. Which is independant to jumping, meaning you can do the calculation at minute 1 of the cyno and jump instantly at minute 9. Or minute 27 if the cyno ship has enough fuel to keep it up for 3 activation cycles.
This would mean that a hostile gang has at least a 30 second warning before a capital drops on top if them, and if the cyno is made in the battle they have a 30sec window to destroy the cyno ship. if the cyno is made at a safe it is pretty much impossible to prevent the jumpin, but this will give the hostile gang more time to disengage before capital support arrives on the battlefield.
In fleet battles where you need to jump out fast if it goes pearshaped all you need to do is to make an escape cyno at the start of the battle and start the calculation right after you jumped in, allowing you to jump back instantly 30 sec after you jumped in as long as the escape cyno is active. Which you'll likely need to regen enough cap in either case. So no real change there.
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