
Draconus Lofwyr
Eternal Guardians Corp. The Covenant Alliance
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Posted - 2007.10.23 18:12:00 -
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Edited by: Draconus Lofwyr on 23/10/2007 18:12:55 As a primary drone pilot, I am working on carrier myself. I do not like the proposed solution as it seems to negate the entire reason for carriers. to carry and field fighters.
I can see how lag from too many issues can be a factor, and as that is driving more people to field Carriers to reduce lag, this is inflating the carrier population. The flip side is the ones that are benefiting from the lag are complaining about the UberPwnge of the carriers.
Nerfing the carriers in this fashion is not the answer. Some alternate methods of bringing some sanity to the battlefield ( an oxymoron? ) is needed. I have a proposal that brings "Fleet Command" into a more direct role
Add some metric to the different Fleet levels for ship sizes. As well as some way of limiting the command structure and building out based on leadership.
A leadership skill for adding command points down the chain. A squad commander with enough command points can field a tiered structure of ships
ships have a fleet cost frigs and fighters = 1 point Destroyers = 2 points cruisers = 3 points Battlecruisers = 4 points Battleships = 5 points Dreads = 10 points Carriers = 15 points Motherships = 20 points Titans = 25 points T2 ships add 2 extra point ( t2 cruiser = 5 points )
Fleet tactical officer skill ( each lvl of skill adds 15 points to the commanders squad command pool)
To keep supercapitals and capitals in a support role without nerfing their damage, modify the wing and fleet command levels to include more than one member as capitals should not really be in squads (technically wings either) but allow one or 2 capitals (not super caps) in squads if the squad commander has the skill to lead them. The wing commander should be allowed to lead capitals and supercapitals with the addition of the following
Capital fleet tactical officer (each lvl of skill adds 25 points to the fleet and wing command pool)
This will add the Mothership the ability to assign fighters to a squad as a reinforcing role if the commander has the skills to lead them.
This isn't a complete solution and probably needs some other tweaks but this is how i perceived the fleet command interface should work. it should be an enabling as well as a limiting factor. as such it can also have a reduction in pool points based on 0.0, low sec or empire. you should not be able to field a fleet of BS's without getting the attention of the controlling faction and their displeasure at your show of force (adjusted by the commanders standing)
This could also be used to limit gate ganking to a certain degree as well, gangs and fleets can not directly engage lone ships. If you wish you engage a lone ship, all ships that wish to engage must not be in a gang or fleet. ( this could be abused, but as gate ganking is already being abused, its a fair trade to allow some level of survivability to the lone traveler )
These are just my 2mil isk (adjusted for inflation)
I could be entirely off base and i have applied the thermal protection to my pod for flame protection, but since this was a request for ideas, i have put in my input.
DL Freedom for the few, by the podding of the many!
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