
DrAtomic
Atomic Heroes Phalanx Alliance
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Posted - 2007.11.06 22:22:00 -
[1]
Carriers and their role
When I first read about carriers coming to the game and nothing was known about them yet I kind of envisioned them being carriers as in the US Army 2007 kinda way. I thought of them as flying stations, you'd dock up in your ship, be able to do repairs, change fittings, reload and restock ammo all whilst being flown by the carrier pilot to the engagement destination.
I've read all 17 pages and all blogs on the subject yet strangely enough I somehow feel I was alone in this way of seeing the carriers, that could well be becuase over the time of 2 years we all learned what to expect from them and how to use them. But given all the so called 'Thou shall not haul in thou carrier' and nerfing the carrier from left to right, back and forth and then some it looks like CCP is in total dissarray over what carriers should be.
Reread my first paragrahp and add that thought to the current nerfing bonanza they are having. Go carrier in the carrier sense! Let us dock up in it and be flown into action where we can undock from them, let the carrier be the logistics support ship in combat with shield and armor reps (fix locking time), let it be weaponless. With that remove it's hauling ability.
Haulers
Why are carriers being used to haul in the first place? Simple answer really, haulers are not up to hauling in 0.0 (empire is doubtfull as well with the hauler ganking but that's a different discussion). Well, blockade runners are; yet they can't hold enough to fuel a pos for a week. T2 transporsters are slow, clumsy and certain death before arrival even when flown in escorts.
If I'd be a hauler shipyard I'd design and build a ship that would be have massive cargo space and massive survivability. I'd design it so it could survive a gank, i'd design it so it could last long enough for the escort to take away the threat, i'd design it in such a way that haulers would never be called primary because it would mean loosing ships first and with that possibly the fight you were trying to win. I'd design it to be called target last, after you've killed the escorts. From a game design point of view there should be a drawback in the form of slow warp speed and slow aligning *slow warp to allow assaulters to catch up with the run away if it did ran".
Jump freighter
Then I'd start thinking about adding in a Jump freighter and if it would really be needed. Or maybe a tier 2 freighter suited for 0.0, half the cargo space, 0.0 survivability and tripple it's manouverability.
If I'd decide to put in a Jump capable freighter it would surely not go for a cost of around 12-15 billion but more at a maximum of around 1 billion, it would also be the furthest jumping capital of them all afterall it's supposedly designed to haul lot's of freight into deep deep 0.0, I would not allow it in empire (requiring jump out and jump arrival escorts), i'd give it 12 warpcore points or something like that to prevent it from being jacked by an unprepared passerby but allow it to be bubbled and plating worth of a capitial ship costing 5 tier 3 battleships, with a cargohold about 1 quarter the size of a tier 1 freighter (heh those jumpdrives and warpcore protection take room).
Level 10 skill at level 5 requirement
Which requires perception... I'd think how much that would encourage people to cancel their account, set the training and be back after three months or if it'd encourage people to continue playing and eagerly check how much progress they made on their freighter 5 skill today becuase the would be jumping to see it finish in order to fly it.
Effort
Effort wasted... I'm thinking about effort wasted typing this all up... Effort wasted as CCP has most likely long abandoned this thread.. Efort wasted on all that programming carrier nerfs from left to right and then some... -----------------------------------------------
Originally by: CCP Sharkbait we are screwed.
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