
Buxaroo
Reikoku Band of Brothers
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Posted - 2007.10.23 14:29:00 -
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The problem with the proposed changes that the new dev posted about is that it doesn't take into account the reality of the game play as it is today. What I don't understand is why is this supposed change needed? Everyone knows that carriers are not solo ships. The only person who gets killed by a solo carrier is either a nuub or a mentally ******** moron who can't think beyond what his autopilot tells him. Sorry, that's just a fact.
The whole point of the first carrier change, mainly not being able to set in a POS and assign fighters, was meant to get carriers on the front lines in the heat of the battle. OK, it sort of worked, and now you see carriers in the middle of the gangs killing things. But with the proposed changes, you have effectively placed the carrier back at the POS (right on the edge of the bubble so he can assign and still move into shields if bad guys come) where no one wants to be anyways.
Any carrier pilot will tell you, hell ANY pilot will tell you, that when you have 200+ or more people in a system, lag is crushing. If the whole point of this change is to get the carrier to help out with logistics and repairing your gang mates ships, you have failed in the reality check that is 0.0 warfare. There have been fights where with 500 people in system, you will have anywhere from 2 minute to 30 minute module lag! So you are saying that when Johnny Frigate broadcasts for shield repping, I am supposed to target him and shield rep him. OK, now lets check with reality.
1. Johnny Frigate notices that he is takingdamage. He broadcasts for shield/armor. But oh wait...it takes 3 minutes for his broadcast to actually....broadcast.
2. Johnny Carrier notices that Johnny Frigate needs repairing ASAP. So he targets Johnny Frigate. But oh noes.....it takes 30 seconds to lock him......compounded by the 3 minute lag which effectively takes him near to 4 minutes to lock the frigate.
3. Johnny Carrier FINALLY locks the frigate and activates his remote shield/armor rep modules.....and it takes 3 minutes for them to start working. But oh noes!!11! the frigate is no longer a "Valid target" thanks to being popped 10 minutes ago.
Of course you can switch this out with the assigning fighters bit as well and come to the same problems.
The game mechanics are already in place to make the carrier a setting duck. Anyone with a LITTLE bit of training can cripple a carrier from using his fighters. If anything, a carrier should be BUFFED not nerfed. ATM I am training my carrier alt to Carriers 5 and after that Fighters 5...but for what? So that I can assign my fighters to gang mates whilst I set a pos reading the forums? Oh and not to mention a mothership I am working on getting.....whats the point to spend 20 times for a MS when a 1 bil carrier can do the same thing?
Think about the effort that goes into making a carrier, let alone a mothership. Think of the intensive long term skill training needed to effectively field a carrier on the front lines. Hell, I didn't place my carrier into combat until I had all the support skills AND carrier 4 AND fighters 4. Now you are saying that my carrier should just be a glorified logistics/repairing ship? Sorry, but I can already do that with a Baslisk or Oneiros for a fraction of the cost and way more effective and fun.
The whole point of training for bigger and better COMBAT ships is to use them for COMBAT. A carrier is a combat ship with support capabilities. Not the other way around.
Yes, small gang combat can be more fun and it has its place, but taking regions is for capital ships. All the guys saying that today its Capital ships Online....your point is? If you want small gang warfare, there is nothing stopping you from doing it, even when carriers are jumped onto your heads.
If the proposed change is to effectively start phasing out capital warfare, then you are heading into the right direction. Welcome to EVE Online: Bronze age edition.
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