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Zirse
Brutor Tribe Minmatar Republic
211
|
Posted - 2012.01.26 22:58:00 -
[1] - Quote
First of all I think we can all agree that supercapitals we a bad idea. Or at least a poorly implemented idea. I think however, the notion behind supercapitals is still one worth pursuing.
The problem with supercapitals is that they are in essence, balanced around the idea of being rare and uber. As soon as they are found in any number they become overwhelmingly game-breaking and if they're nerfed down to appropriate levels it becomes an exercise in whatisthepointofsupercapitalsdidireallyjustpay20billionforthisnyxfuckyoucpp etc.
I think the question CCP needs to be asking is how do you keep super-capitals from becoming so commonplace while still adhering to the sandbox? That's a pretty tough question and has spawned all sorts of bad ideas; limiting the number of supercaps allowed in one alliance, (lol) an additional hourly r128 ubermoongoo fuel, making them persistent etc.
In addition to limiting their number any change to supercaps would have to ensure that:
- They're worth something. People pay billions of isk for space-coffins; they should be able to kick some ass.
- Small alliances and corps should have at least the opportunity to acquire a supercapital without taking away the advantages of larger groups.
- It should not be a another mechanic that adds :work: to this game.
- It doesn't go against the sandbox nature of EVE
Taking all of that into consideration, here's my idea:
The premise lies in adding a mathematical equation to the game that can be tweaked by CCP to control the amount of supercapitals able to be operational at any one time while also creating a method that encourages a fair-ish distribution method but is still a conflict driver between nullsec entities. It also involves returning supers to the AoE doomsday death machines and fighterbombing rapists that they were intended to be. In this approach they would be actually balanced around small numbers.
Imagine that supercapitals, in their infinite super-ness, required a very rare isotope to power their super-things. This isotope occurs very infrequently inside asteroids.
[Percent-based chance of finding isotope while mining - eg: 0.0001% every cycle]
This isotope has a fairly short natural half-life, that, when left undisturbed, lasts for perhaps 3 months. When placed in the appropriate super-capital it becomes excited, lasting for a much shorter time, perhaps 1 month. A supercapital without an isotope is effectively offline. This incentivizes the use of isotopes while still allowing them to be somewhat stockpiled and traded on the market.
Isotopes effectively become the nukes of EVE online, a nuke that doesn't last forever and that can theoretically be acquired by any group with an access to sov. By tweaking the numbers, CCP can limit, at least approximately, the number of supercapitals online at any given time.
[Isotope chance x amount of mining activity = 'flow' of supers, while rate of decay of the topes are the 'outflow'. By balancing the flow at a rate estimated to be the upper limit of mining activity in EVE supers could be limited to eg ~75 Titans, ~200 supercarriers, assuming different topes for both types.] |

Zirse
Brutor Tribe Minmatar Republic
211
|
Posted - 2012.01.26 22:58:00 -
[2] - Quote
The advantages of this approach are numerous:
- It encourages miners to be out in space mining. Mining would effectively have a lottery component attached to it. Lower skilled players and vets alike could find themselves sitting on a fortune if they're lucky enough-- effectively creating an ongoing gold rush in EVE. This a) makes mining a little bit more exciting and b) if the isotopes were weighted to be found more frequently in lower security space- increases the amount of targets in space while making it more dynamic. (A reason to mine in nullsec? Industry in nullsec?! With local minerals?! In my EVE!?!)
- It decreases the stagnant nature of nullsec. Access to supercapitals is not something guaranteed and your neighbour's supercapitals have the ability to come online at a moments notice. When you have supers, you'd have no reason not to use them. No more glorified jump bridging and structure shots, supercapitals would be committed more often than not. Supercapitals would also be effectively changing hands fairly often; tomorrow's superpowers are today's punching bag. While large alliances would have access to more isotopes in sheer purchasing power- any alliance running its own mining ops should procure some isotopes even if infrequently.
- If the rate at which they're allowed into the game is balanced around the longer inactive shelf-life the universe would have a hedge against large entities that stockpile a larger amount of isotopes to unleash them all at once as doing so would create a lull afterwards in which few isotopes would be available for replacement. At this point any alliance that weathered the storm would have the opportunity to strike back unhindered.
- While I'm sure you would see some isotopes traded on the market, I think that their rare nature would trend the price upwards to the point of being more profitable to auction them off or sell them privately- essentially creating the opportunity for meaningful economic warfare between sov holders. If the supercapitals were powerful, that is.
- Supercapitals can be what they were always intended to be- massive behemoths of destruction that will **** your **** up.
There also some parts of this idea that need to be further explored. For starters, who wants to have an entire character and a 100billion ship they can only use once or twice a year? That's dumb. You would really need to move supercapitals away from being an individual asset to more of a group asset. This could be done via:
- Get rid of all super-caps currently in game. Reimburse pilots for skillbooks and hulls, fittings can be sold. Possibly reimburse skillpoints, but that is probably fairly controversial. Reintroduce them as described above.
- Find a way to move the inherent costs in a supercapital away from the player and towards the alliance. While under this scheme, alliances will probably subsidize supercapital purchases; it still makes little sense to keep a character locked up for something he can fly infrequently. Possibly implement some sort of super storage facility at an alliance level?
This would also further incentivize mining bots, as well as the use of them at a macro scale by groups of nefarious players. So that would need to be dealt with or mitigated, somehow.
Anyways it's not perfect by any means but I think its a vastly better alternative to what we have today.
tl;dr Make supers cool. |

Zirse
Brutor Tribe Minmatar Republic
222
|
Posted - 2012.01.27 21:47:00 -
[3] - Quote
Bump because I'd like for at least one person to tell me why this idea is/isn't bad.  |

leviticus ander
The Scope Gallente Federation
121
|
Posted - 2012.01.28 05:55:00 -
[4] - Quote
I think that making them something to be in awe of would be nice. but with your limiting method of the low percent mining thing the Russians would still rule with their horde of bot miners. |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
159
|
Posted - 2012.01.28 11:01:00 -
[5] - Quote
Oh. hey, it's THIS idea again.  |

Zirse
Brutor Tribe Minmatar Republic
230
|
Posted - 2012.01.28 21:48:00 -
[6] - Quote
leviticus ander wrote:I think that making them something to be in awe of would be nice. but with your limiting method of the low percent mining thing the Russians would still rule with their horde of bot miners.
As I said, the potential for abuse on an alliance level is there, at least somewhat. However I don't think even the largest of blocs could generate enough mining activity to give them a serious advantage over the rest of space. Still, it definitely would be a concern.
Danika Princip wrote:Oh. hey, it's THIS idea again. 
Alright, it might be a rehash of a few old ideas. What do you think is wrong with it? |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
159
|
Posted - 2012.01.28 23:23:00 -
[7] - Quote
Zirse wrote:Alright, it might be a rehash of a few old ideas.  What do you think is wrong with it?
it puts supers out of reach of all but the richest of alliances, and thus makes the guys with decent amounts of tech pretty well invulnerable, as they have the means to fund much more super operation than someone who doesn't have a couple of dozen moneymoons behind them?
See This Thread for the last time it was brought up and trashed.
In short, people will just buy this stuff, and ISK is a notoriously poor way to balance things. |

Mag's
the united Negative Ten.
6000
|
Posted - 2012.01.28 23:26:00 -
[8] - Quote
It's way too late for supers, the cats out of the bag, but I do think it's about as balanced as possible in it's current form.
With hind sight CCP should have given a new skill for supercarriers (Motherships) which required level 5 carrier. They also should have made the amount of minerals that are required both the titan and SC to be built, to be at least 10x the amount.
But we would all be rich with hind sight, so......
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Zirse
Brutor Tribe Minmatar Republic
230
|
Posted - 2012.01.28 23:47:00 -
[9] - Quote
Hmmm.
While I would protest that my concept is much more elegant than the thread linked I do see your point. Even in an underdog alliance that might desperately need supers individual pilots of that alliance would still be tempted to sell the topes, not to mention the rest of the mining playerbase. The vast majority would indeed most likely end up on the market and the big spenders would have an advantage.
However, I can still see the principle in general working, with enough tweaking. For instance, what if every jump made by an isotope not inside a super had a chance of destabilizing (shortening the lifespan) and/or destroying the isotope? You'd then incentivize the local use of the topes, limit the ability of the market to access the them, and all the while drive a further integration between industrial and pvp players.
I just thought of that in a couple of minutes but I'm sure there is a mechanic out there that doesn't suck. |

XXSketchxx
Dreddit Test Alliance Please Ignore
170
|
Posted - 2012.01.28 23:48:00 -
[10] - Quote
The problem with super caps is that they exist. Just remove them from game. |

Simi Kusoni
The Synergy Cascade Imminent
77
|
Posted - 2012.01.29 20:13:00 -
[11] - Quote
Zirse wrote:Get rid of all super-caps currently in game. Reimburse pilots for skillbooks and hulls, fittings can be sold. Possibly reimburse skillpoints, but that is probably fairly controversial. Reintroduce them as described above.
Find a way to move the inherent costs in a supercapital away from the player and towards the alliance. While under this scheme, alliances will probably subsidize supercapital purchases; it still makes little sense to keep a character locked up for something he can fly infrequently. Possibly implement some sort of super storage facility at an alliance level?
[/list] This would also further incentivize mining bots, as well as the use of them at a macro scale by groups of nefarious players. So that would need to be dealt with or mitigated, somehow. To be honest, if you are going to artificially remove all supers from the game and then reimburse the owners surely it would be easier just to tweak supercap production so they aren't so damn common/cheap?
That, coupled with giving supers points that can hold other supers (meaning more dead supers, yaaaay) and also extending the self destruct timers of supercaps (so people actually have an incentive to attack them) would probably lessen their number in game quite effectively.
Although I still disagree with the idea of just artificially removing them from the game, let alone just reimbursing the owners with an arbitrary amount of ISK. And I can't really imagine CCP doing it, it would probably be a PR nightmare.
Zirse wrote:While I would protest that my concept is much more elegant than the thread linked I do see your point. Even in an underdog alliance that might desperately need supers individual pilots of that alliance would still be tempted to sell the topes, not to mention the rest of the mining playerbase. The vast majority would indeed most likely end up on the market and the big spenders would have an advantage. This, IMHO, is the biggest issue with this idea. This resource will always just end up on the market, another issue is that again the hordes of russian mining bots will now have an even larger advantage.
Zirse wrote:However, I can still see the principle in general working, with enough tweaking. For instance, what if every jump made by an isotope not inside a super had a chance of destabilizing (shortening the lifespan) and/or destroying the isotope? You'd then incentivize the local use of the topes, limit the ability of the market to access the them, and all the while drive a further integration between industrial and pvp players.
I just thought of that in a couple of minutes but I'm sure there is a mechanic out there that doesn't suck. That makes moving them a bit of a pain for small alliances/groups in NPC null to be honest. Anyone else would just JF the stuff around.
Plus, think of the renters. They don't have supers, yet they mine one hell of a lot, now they might be nice and sell it to the people they're renting from but there's no guarantee. Chances are they'd jump it as close as they could to jita, and sacrifice however much they had to to get it that 6-7j.
Either that or specific low sec trade hubs would emerge just with large amounts of this stuff on sale, in the same way you currently have large numbers of dreads/carriers for sale in specific systems. |

Scatim Helicon
GoonWaffe Goonswarm Federation
261
|
Posted - 2012.01.29 21:58:00 -
[12] - Quote
Simi Kusoni wrote: To be honest, if you are going to artificially remove all supers from the game and then reimburse the owners surely it would be easier just to tweak supercap production so they aren't so damn common/cheap?
If you increase the build requirement for supercaps all you do is cement the supremacy of the existing supercap blobs by making it much more difficult for other powers to catch up.
Quote:That, coupled with giving supers points that can hold other supers (meaning more dead supers, yaaaay) and also extending the self destruct timers of supercaps (so people actually have an incentive to attack them) would probably lessen their number in game quite effectively. Supertackler modules further solidify the existing 'bring more supercaps = win' status quo since it removes the escape clause for a smaller group of supercaps dropped by a larger group. Under the current system if 20 supercaps drop onto 10, the 10 and their support fleet can at least attempt to kill the relatively fragile dictors and hictors to bail out, with supertacklers there's no escape. The end result isn't 'more dead supers', its ever-larger supercap megablobs because the smaller entities will never be able to use their own (and will either unsub their supercap accounts or sell the hulls on to the megablobs). It also further marginalises subcapital combat - at least under the current state of play the supercaps need dictors and hictors to tackle for them.
Self-destruct is a non-issue - a ship that self destructs is just as dead as a ship which dies from enemy fire. Fake up a killmail if it bothers you so much. ~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Simi Kusoni
The Synergy Cascade Imminent
80
|
Posted - 2012.01.29 22:25:00 -
[13] - Quote
Scatim Helicon wrote:If you increase the build requirement for supercaps all you do is cement the supremacy of the existing supercap blobs by making it much more difficult for other powers to catch up. I know, the guy was suggesting removing all supers from the game as a starting point for fixing them. My point was that if you're going to remove them all from the game, you may as well just tweak the build requirements so they remain rare once reintroduced.
I also disagree with arbitrarily removing all supers and reimbursing players with an arbitrary amount of ISK. Or anything else for that matter.
Scatim Helicon wrote:Supertackler modules further solidify the existing 'bring more supercaps = win' status quo since it removes the escape clause for a smaller group of supercaps dropped by a larger group. Under the current system if 20 supercaps drop onto 10, the 10 and their support fleet can at least attempt to kill the relatively fragile dictors and hictors to bail out, with supertacklers there's no escape. The end result isn't 'more dead supers', its ever-larger supercap megablobs because the smaller entities will never be able to use their own (and will either unsub their supercap accounts or sell the hulls on to the megablobs). It also further marginalises subcapital combat - at least under the current state of play the supercaps need dictors and hictors to tackle for them. Actually I didn't think of that, that's a pretty good point. I think in the CSM minutes CCPs reason for considering such a point was due to the fragility of the tacklers in these kind of fleets, and the need for more super cap deaths.
To be honest, I can't really see a way to address those issues without creating a new sub-cap ship specifically for the role, which probably isn't going to happen. It'd have to have a high tank, the ability to point supers and it would have to be relatively useless outside of tackling supers or the tank would just make it lolwtf pwnsauce for lowsec gate camps.
Meh, anyway I don't think the idea of supercap points for supers is entirely without merit. Maybe introduce some pretty heavy downsides to using a super cap point on the supers? Such as very heavy cap usage, meaning you have to either heavily nerf your fit to perma-run it or split pointing the target between multiple supers?
Whatever CCP decide to do, I don't think you'll ever negate the effectiveness of a super cap blob. The best you can hope for is to make using the supers a little more risky, and that's going to effect those with limited resources more than the larger alliances no matter what you do.
Scatim Helicon wrote:Self-destruct is a non-issue - a ship that self destructs is just as dead as a ship which dies from enemy fire. Fake up a killmail if it bothers you so much. Some of us just want that loot What can I say, we're greedy? I don't really care if someone I don't know loses a super or not, but if I'm going to drop something on a group of them I'd like to be able to loot the field for all that x-type shizzle. Being given two minutes to kill any number of supers just isn't realistic.
Also, faking KMs is a bit lame. |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
162
|
Posted - 2012.01.29 23:12:00 -
[14] - Quote
Simi Kusoni wrote:sub-cap ship specifically for the role, [tackling supers]
You mean a HIC, right? |

Serge Bastana
GWA Corp
57
|
Posted - 2012.01.29 23:18:00 -
[15] - Quote
Danika Princip wrote:Simi Kusoni wrote:sub-cap ship specifically for the role, [tackling supers] You mean a HIC, right?
I was just thinking that myself, I think it could be safe to say that they have a pretty decent tank. /facebrick for those times when /facepalm just isn't enough |

Simi Kusoni
The Synergy Cascade Imminent
81
|
Posted - 2012.01.30 00:01:00 -
[16] - Quote
Serge Bastana wrote:Danika Princip wrote:Simi Kusoni wrote:sub-cap ship specifically for the role, [tackling supers] You mean a HIC, right? I was just thinking that myself, I think it could be safe to say that they have a pretty decent tank. My point wasn't about the fragility of HICs, but of the fragility of HICs in the middle of a supercap fight.
From the CCP/CSM meeting:
CCP/CSM Meeting Minutes wrote:The CSM advocated adding a supercapital-tackling point on Supercarriers, given the fragility of Heavy Interdictors in a supercap fight and the need to see supercapitals dying in combat more often. |

Cpt Bogus
Whimsical Mining Refining and Exploration
0
|
Posted - 2012.01.30 02:15:00 -
[17] - Quote
This seems like it would just get exploited by alliances with infinite money and alts to grind everyone out of competition. The solution to supercapital abuse is to severely nerf their direct-combat abilities and drastically enhance their fleet support role, so it becomes a ship you want your side to have on the field of a major battle--or resupplying from a distance, whatever--but not something that it makes sense to put together a 50-strong gank fleet.
As long as carriers and moms function as uber-dominixes, any attempt to tweak availability will give one group or playstyle an advantage over another. |

Feligast
GoonWaffe Goonswarm Federation
1021
|
Posted - 2012.01.30 02:23:00 -
[18] - Quote
death2allsupers.
/thread |

Brandon Tsero
Lunar Asylum S I L E N T.
2
|
Posted - 2012.01.30 03:52:00 -
[19] - Quote
I think alliances should be able to build shipyards to produce capitals ships(instead of a POS). All the ships docked to the shipyard would be supercapital. Smaller player owned ships and be docked inside and act as a normal station.
The super capital would become an alliance asset, when they wish to deploy one a certified deploy-er or a certified pilot can get in it, wait 5 minutes for it to "power-up", after the ship is in total control of the pilot. When the pilot wishes to exit the vessel, 5 minutes, and then the ship automated systems returns it to the dock where it came from and docks it back up for later use.
implementing with your idea: the isotopes would be stored in the dock, and a maximum number is allowed per station, say like 20 for example? Therefore limiting the ships and making the ships more balanced? |

Soldarius
United Highsec Front The 99 Percent
141
|
Posted - 2012.01.30 05:43:00 -
[20] - Quote
Only allow one per station under alliance control? "How do you kill that which has no life?" |

Limerance Zet-Giry
Hedion University Amarr Empire
8
|
Posted - 2012.01.30 05:53:00 -
[21] - Quote
You may also be interested in looking into this topic - almost the same idea, just more researched and with answers to all supposed objections https://forums.eveonline.com/default.aspx?g=posts&m=685680#post685680 |

Simi Kusoni
The Synergy Cascade Imminent
84
|
Posted - 2012.01.30 07:07:00 -
[22] - Quote
Limerance Zet-Giry wrote:just more researched and with answers to all supposed objections I see you trollin'
Cpt Bogus wrote:This seems like it would just get exploited by alliances with infinite money and alts to grind everyone out of competition. The solution to supercapital abuse is to severely nerf their direct-combat abilities and drastically enhance their fleet support role, so it becomes a ship you want your side to have on the field of a major battle--or resupplying from a distance, whatever--but not something that it makes sense to put together a 50-strong gank fleet.
As long as carriers and moms function as uber-dominixes, any attempt to tweak availability will give one group or playstyle an advantage over another. What sort of role would you put them in though? Very high EHP triage carrier type deals? CCP would get some pretty bad feedback from super pilots if they made that change.
Although that's not to say I dislike your idea, I just can't see a role for them other than high EHP/DPS capital ship/structure killers.
Soldarius wrote:Only allow one per station under alliance control? I think then we'd just see a very quick rise in the number of outposts.
Plus, how do you enforce it? Are you going to have CCP take away people's supers, if so what will they reimburse them with? How are they going to deal with the outrage this causes? What happens to low sec alliances who don't have outposts? etc. |

McOboe
Massive Dynamic weapons
21
|
Posted - 2012.01.30 07:42:00 -
[23] - Quote
I think the isotope idea has merit. If CCP wanted to put a hard-cap on how many Titans an alliance/corp could run, they could inject the idea that the isotopes are only manufactured by the Jovians, who cap the sale of isotopes to an alliance. Enough for five or 10 per alliance. It'd probably have to be played with by CCP to get a good balance.
Another option, which I've mentioned before in another topic, is the idea of proximity interference between super-caps. EVE lore already notes that Titans can disrupt planets when they get too close. Perhaps Titans can disrupt each other. Optional side effects- reduced cap/shield recharge, terrible tracking/rate-of-fire, sensor dampening, loss of ship agility/max speed, reduced resistances, etc. CCP could set some arbitrary distance, like 100 km. If super-caps get closer together than that, they receive interference. If 10+ super-caps get close to each other, they basically become weak and useless, as their gravity/EM-interference basically starts tearing them apart. |

Asuka Solo
Stark Fujikawa Stark Enterprises
1145
|
Posted - 2012.01.31 04:57:00 -
[24] - Quote
Zirse wrote:First of all I think we can all agree that supercapitals were a bad idea.
No, we can't agree on that.
I think you hobos should just not be allowed to fire on supers, and supers shouldn't be able to fire upon you.
Next, we should boost caps and burn all space poor haters with fire.
We can start the fire with this OP. |

McOboe
Massive Dynamic weapons
21
|
Posted - 2012.01.31 05:35:00 -
[25] - Quote
Asuka Solo wrote:
No, we can't agree on that.
I think you hobos should just not be allowed to fire on supers, and supers shouldn't be able to fire upon you.
Next, we should boost caps and burn all space poor haters with fire.
We can start the fire with this OP.
I agree that if supers want to be able to fire on smaller ships, they should have to fit smaller guns/missiles. By the same token, sub-cap ships should also do minimal damage to super-caps. A possible fix would be that sub-cap ship weapons by default only do 1/4th or 1/5th of the damage that they would normally do to a super-cap, before resists are factored in. It would effectively mean that you'd need four or five sub-cap ships to do the same damage to a super-cap as a single sub-cap ship could do now. At that point, like Asuka notes, capital ships would then rule the day in a fight against super-caps, as they should be able to deal effective damage to either class of ship (sub-cap and super-cap). This may require the creation of an even larger class of weapon for super-caps, perhaps an XXL Gun or similar, which would do immense damage to super-caps and structures, but be unable to damage anything smaller than a capital ship. Motherships may be problematic, as they do not rely on turrets, but it could be possible to tweak the fighters/bombers to get a similar effect. |
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