
Asuka Solo
Stark Fujikawa Stark Enterprises
1102
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Posted - 2012.01.17 19:46:00 -
[1] - Quote
I'm a firm believer in the notion that we have to give some attention to expanding capitals. If we expand them enough and separate the blurry lines between supers and sub-caps, give them enough variation as has been done over the last decade with sub caps, then we could start seeing more caps and supers committed to the field. If we fail to do this, "Sub-caps Online" will stagnate and all the big ships will be mothballed for life.
First and foremost, t2 cap modules: 1) Capital Hull Reppers IIs
2) Capital Armor repper IIs
3) Capital Remote Armor/hull reppers IIs
4) Capital shield booster IIs
5) Capital Shield transfer IIs
And some new offensive toys that should only be made effective against capitals and supers: 1) Capital neuts + cap neut IIs
2) Capital NOS + IIs
3) Capital Sensor Dampeners IIs
4) Capital Sensor Boosters + IIs
5) Capital Warp scramblers (Can tackle super carriers and Titans) - Should have massive range + make supers immune to sub cap bubbles. Would force hobo gangs to field caps with these babies to lock down supers.
6) Capital ECMs + IIs
7) Super Capital Solo Jump modules (Allows jumping without a cyno for SCs and Titans, requires a significant spin up (in minutes) and uses twice the fuel as the current jump mechanic. Only allows to jump to celestials like planets, suns, asteroid belts, gates or stations, not a POS)
8) Capital Gravity Well generators (ideally for new t2 dreads) - creates a Bubble that prevents cyno activation (range in AU based on skill level) and a AU / LY sized invisible bubble, that serves as a plain bubble / drag bubble for jump drives. Caps & Supers cannot jump out of this bubble while the module is active and get pulled into the bubble radius if they jump over or through the system the module is activated in. Interdictors and Heavy Interdictors should be nerfed to effect sub caps and caps only. Supers should not be effected by the "small stuff"
9) Anti-Sub Capital AoE flak weapons (ala Homeworld flak frigates) - that can only be fitted on Caps and not supers. Allows Dreads to engage gangs or blobs at close to medium range, with a damage modifier that works on ship size. Smaller ships taking more damage. Should be effectively useless against battle-cruisers/battleships and up if you are the only one shooting. If 3 or more dreads focus fire on the small ship gangs, these things should be able to eat through BCs/BSs.
10) Capital Capacitor Recharger IIs
11) Capital Rigs
12) Capital MWDS
13) Capital Afterburners
14) Doomsday IIs (Scripted module, give us the old doomsdays, with a reduced range)
New fighter drone variants for carriers: 1) Scrambler fighter drone - to tackle sub caps
2) Webbifier fighter drone - slow down stupid transversals on small ships that should know better
3) EAF fighter drones - ewar fighters baby. Falcons, only smaller.
4) Covert Ops recon Fighters - (For new t2 carriers). Cov ops cloak unless within 2km range of something, allows carrier pilot to "look at" drone anywhere on any grid in system. Can assign these fighters to celestials (belts, planets, suns, stations, gates) for local intel. (fearing the dreaded local nerf)
5) Superiority fighter drones - interceptors, only fighters. These chew through standard fighters + frigates and destroyers, faster, more bite, non existent sig radius (nigh impossible to target fast enough in small engagements) & less tank. Useless against cruisers or bigger ships. |