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Thread Statistics | Show CCP posts - 17 post(s) |

Daelin Blackleaf
Aliastra
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Posted - 2007.10.24 15:56:00 -
[1]
So we finally get around to exactly what is trying to be achieved here.
It's not about lag It's not about blobbing
It's about the versatility of the ship and it outclassing other ships in multiple areas.
However a repping specialized carrier under the new system will still be be better than a logistics cruiser.
A damage specialized carrier will still be better than any other ship at dealing the small vessels.
In addition if you want to lower their versatility it needs to be something that can't just be compensated for by bringing more carriers, otherwise we'll still see them being overused.
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Daelin Blackleaf
Aliastra
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Posted - 2007.10.24 15:57:00 -
[2]
Edited by: Daelin Blackleaf on 24/10/2007 16:00:13
Proposals
Remove the ability to field standard drones completely.
Capital reppers are only able to repair capitals and POS shields and structures.
Carriers should be able to fit up to 3 gang mods
New classes of Fighters should be added
Standard Fighter: As standard with a damage reduction to 10/20 (eg. 10kin 20therm on the Firbolg where 10 Maxed Firbolgs = Approx 8 maxed Medium Blasters). Leaves the carrier capable of defending itself from cruisers and interdictors during transit, and of assisting in clean-up of smaller craft. However it does not outclass battlecruisers in this task without sacrificing high-slots. 5mill basecost
Bomber: A slower version of the fighter capable of launching short range torpedoes with 500 sig res and 200 Explosion velocity. Requiring either support or impeders to deal maximum damage. Frigates should be able to catch and destroy bombers. 10mill Basecost.
Impeder: Capable of warp core scrambling, webbing, and painting a target. 1 point scramble, painting euqivalent to 1x painter, 50% web. I'm not too sure about the exact stats here, but basically no combination of Impeders and bombers should be more effective than an equal number of standard fighters vs cruiser sized targets. 10mill Basecost.
Defender: Twin role ship. Capable of repairs (Armor: Amarr/Gal Shields: Cald/Min) to non-capital class vessels, 10 should not exceed 75% of a logistics cruisers ability. The ship can also be used as an EW ship with a jamming strength of 4 (3?) against their racial enemies sensor type. 20m Basecost.
Fighter Bay should be able to hold a minimum of 40 fighters. For example 10 fighters 15 primary role 15 assorted other.
The Triage Module should be rethought
Alter the module to provide an area effect repair on allied fleet members of any size class. The nanites will only repair the armor/structure of ships with the correct codes being broadcast and shield energizer is tuned to a specific frequency. Affects of multiple triage fields do not stack.
The triage module also effects the carrier itself.
While the triage module is active only half the carriers fighters can be launched, it will not activate while more are active. The field is affected by the signature radius of the target (due to field size/surface area) and benefits larger ships more than smaller ones.
Triage range is 50km, repair amount equal to 50% (not too sure on this figure) of receiving ships signature radius on all defensive layers simultaneously.
Consumes Strontium Clathrates but does not imobilize the ship. Warping cancels the effect wasting any fuel already spent for that cycle.
Fitting a triage module negates the effect of capital reps and gang mods but not drone control units.
No other benefits or penalties.
This leaves the carrier in it's current accepted role of frontline fleet ship with logistics ability. It makes the carrier less effective against smaller classes of ships, while not making it defenseless against them while simultaneously making it a tool to discourage the use of massed battleship fleets.
It's role as a hauler will be replaced by jump freighters, it will not exceed the repair ability of a logistics ship, nor be superior to non-capitals in dealing with small vessels. It's role as a flag-ship will be expanded by increasing the number of ganglinks available.
The ship will be limited by these factors but also by what fighter types it is currently fielding, the replacements it has available, and by it's high slot layout.
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Daelin Blackleaf
Aliastra
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Posted - 2007.10.24 16:01:00 -
[3]
Originally by: Xilimyth Derlin
EDIT: Daelin's below has an 'fing awesome idea by the way ^_^ Good job man!
Damn your fast, you posted between the two parts of my post and managed to answer before I was done proof reading.
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Daelin Blackleaf
Aliastra
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Posted - 2007.10.24 16:09:00 -
[4]
And on a separate note fix the damned carrier bonuses. 2000 more normalized rep/s is not equal to 250 extra DPS.
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Daelin Blackleaf
Aliastra
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Posted - 2007.10.24 17:04:00 -
[5]
Originally by: Sinder Ohm There is nothing to fix except of course Low sec moms and nber spider tanks
Carrier blobs and dropping multiple carriers on any gang that enters ones territory isn't a problem then?
The carrier is currently the solution to just about any combat problem. It fills the role of many different fleet ships better than the specialized vessels.
Don't get me wrong, if you dump a lot of isk into an engagement you deserve a significant advantage. However carriers and motherships in their current form are killing what little is left of good PvP, not when used solo, or in groups against significant enemy forces, but when an alliance is fielding nearly as many carriers as the opposing side has available members.
You failed miserably to elaborate your other points beyond the point of you invested more isk in the ship your deserve to be better than any other combat or repair ship in any role.
That's all well and good but I don't picture and EVE where 100 man carrier gangs face off against... 100 man carrier gangs to be very fun. Given enough time any player can get the skills for a carrier, given a week any player capable of turning a half-decent profit can replace one.
I'd rather see a game where people have reasons to fly all ship classes regardless of their SP or wealth. A game where there isn't an "end-game" vessel. A game where the phrase "mixed fleet tactics" actually means something.
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