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Cephias Caine
Steel Battalion Phalanx Alliance
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Posted - 2007.11.13 16:34:00 -
[61]
Originally by: Ange1 I do think the ideas Zarch presented have merit to them, its similar to how the Carrier/Motherships in Homeworld 2 operate, you build the facilities required to do specific tasks and you only have a limited number of slots (though it was still alot so they still ended up being quite versatile). Zarch's idea of new area of effect weapons for the MS's is also intriguing, perhaps justifying the high price tag of an MS over a Carrier, which at the moment, is not worth it.
I'd also like to throw out an idea thats been suggesting a number of times before which is to introduce new Fighter classes, maybe Mothership specific ones as well to give the MS's an edge of the Carrier, against justifying the price tag. Bombers come to mind, slow, heavily tanked Fighters that can't hit anything but Capital sized craft.
Often the defense against Drones/Fighters for Carrier/Mothership pilots are smartbombs. Bombers could engage at a much longer range than a Fighter and be outside of Smartbomb range, leaving it to a support fleet to try and pick off the threat to the Capital in question. This does leave a question of how much firepower they could bring, would they end up being as effective as a Dreadnoughts firepower? If so would that make it pointless to bring them along? Perhaps to counter that to prevent fleets of Carriers doing what Dreads do, is to make it a Mothership only Fighter. Perhaps heavier than Fighters to carry. Just some thoughts anyway.,..
Tbh, this sounds like an idea that could be expanded upon? What about additional fighter classes such as a 'interceptor' class; able to move at greater speed and with lighter but much better tracking weapons that would specialize in taking down their slower cousins? (Ie: the bomber classes mentioned above, and the normal fighter classes) This would make MSs a greater asset at the battle front, able to intercept incoming Bomber waves from other MSs and fighter waves from Carriers. I don't have a lot of experience in these things but that certainly would seem to add a lot of flexibility to Moms and make them more tactically viable at a Fleet combat level. But like I said my experience is limited, so if there are constructive reasons against this then I can accept that. I just thought it made sense in a "Rocks, Paper, Scissors" kinda way.
CC Captain/Director Caine
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Zarch AlDain
The Establishment Establishment
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Posted - 2007.11.13 16:40:00 -
[62]
Originally by: Poborca Podatkowy
Originally by: Yamichi Wiggin Brilliant. Most other ships need to pick a fitting. You can't fit a mega for long range, uber tank, scram/jam, super speed, and in-your-face brawling. You have to pick one or two of those. This puts the same requirements on the carrier. And as you said, it gives them the chance to exceed their current value but by sacrificing some roles.
Moving DCU from high slot to low should fix it - carrier pilot have to choose between the tank and gang mode. Additionally making drone modules or dedicated for fighters modules for high could make that fix stronger if that module would be put on high slot (depends on power/cpu consumption). The range for that modules could be from additional bandwidith, or expanding the dronebay to giving additional speed (in warp on subwarp), tracking and others for fighters. All that could attract carriers in combat as a gang machine (remember - pg/cpu issue and DCU on lows).
As for support there could be modules for medium slot dedicated for EW or for support (like a tracking link). In general expanding modules range in dedicated for capitals (as it is with armor repairer) could solve the problems and to prevent from using "normal" - give penalty for capitals for use it (i.e. power consumption or pg/cpu increase to capital module lvl).
DCU are not fitted in mass to most carriers anyway in my experience as smartbombs/neuts/etc are more powerful once you are at a decent skill level.
Additionally moving them to a low slot would indeed hinder armour tankers but have you considered shield tankers?
Zarch AlDain
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Hyakuchan
Earth Federation Space Force
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Posted - 2007.11.13 16:42:00 -
[63]
Edited by: Hyakuchan on 13/11/2007 16:42:44
Originally by: Zarch AlDain Each one would actually modify the properties of space on grid with the ship. All ships, friend and foe alike, would be effected by these changes, but by fitting accordingly and planning ahead you could use this to your advantage.
Only one generator of each type can be active at once, however nothing would stop you having multiple different generators running in an area (some would cancel each other out).
With regards to AOE sensory fields, I think they would have to be specific to sensor types. So that they effectively amplify or impair the effectiveness of a specific sensor type within their area.
So, for example:
Magnetometric field amplifier: Employees constructive interference to increases the range, locking speed, and strength of magnetometric sensors and increases the apparent signature radius of ships when targeted with magnetometric sensors in the affected area.
Magnetometric field dampener: Employees destructive interference to do the the reverse.
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Jenjuan
Gallente
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Posted - 2007.11.13 22:30:00 -
[64]
By implementing my Co-Pilot concept, you would eliminate the problem of not enough people purchasing carriers. Let's face it, one of the problems you have with Carriers, is that if you just started playing today, you can't fly one for over a year, a bit less, if you purchase 100 Million in Implants, but still no less than about 300 days. Considering the fact that many people simply stop playing after 6 months, that leaves very, very few people with Carrier Skills. By implementing the Co-Pilot system, you can have one person train up in Capital Armor Repping, another in Capital Shield Transfer, another in Fighters, and so on, this way by splitting the task among several people, you have many more Motherships on the Battlefield. [url=http://profile.xfire.com/jenjuan][/url] |

ITTigerClawIK
Amarr PIE Inc.
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Posted - 2007.11.13 23:44:00 -
[65]
this mean i have to invest a crap load more ISK into a ship thats made me compleately skint as it is ????
Sig space reclaimed in the name of me -courtesy of Tiggy ([email protected]) |

ElDiabloRojo
Caldari Colossus Technologies
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Posted - 2007.11.13 23:55:00 -
[66]
Originally by: Zarch AlDain I still don't believe that you are addressing the actual problem though as carriers in your suggestion can still carry ships, refit ships, carry modules in their hangers, tank and gank all at the same time.
The only change is the activation of the special mode to launch fighters (which may or may not make using them in combat suicide depending on the properties of that module) and the reduction of versatility inside combat by the loss of drone options.
I do not believe that their versatility inside combat is a problem, it is their ability to do that and everything else at the same time that is the problem.
But is the ability to carry ships, refit ships etc. an actual problem? i mean afterall they are the only ships that can do this other then Titans and of the 2, Carriers, the more widely used ship, is not as good as a MS.
Heres what the first dev blog said about it anyway
Originally by: CCP Zulupark But seriously, the reason we want to implement something like this is that we feel that capital ships are being used way too much as better-than-battleships-at-killing-stuff ships, when we in fact think that they should be used more as the-ships-that-keep-other-ships-alive-and-provide-them-with-additional-firepower ships.
Is giving some 1 a spare ship after they loose theirs in a fight not in fact providing aditional fire power? and having spare ships is surely not effecting a carrier thats not ganged but sat at a stargate or something killing things. You cant afterall assign drones to a capsule cos its cant target anything.
Finnaly having these modules on rigs goes against what "rigs" are. they arnt modules like people seem to think, they are quick and small things fitted to ships systems in order to provide a boost. Its like on Star Trek when they "reroute power from life support" or whatever. Its provding a boost to something that is already there. Plus if carrier had 8 rig slots your just asking for some 1 to find a loop hole with the existing rigs combined with a few carrier rigs to make an ultimate carrier. Which may be something thats not very versatile and very specialised but also overpowered. The dev blogs cleary state they dont think carriers are overpowered as in they do too much damge or haul too much or tank too much etc. but that they have too many powers as it were. Thus this swiss army knife comparison. I mean if u were in a fight with some 1 ud want a real knife not a 50mm bit of stainless steel. So its the fact that if u some how beat the guy with the real knife, or escpae, u can they descale a fish and open a tin of beans to go with it... and maybe a bottle of wine.
By placing emphasis on the hi slot modules then u do make ppl "refit for the situation". In order to use logistics modules better then a logistics ship they need a triage module, in order to use fighters they need a flight ops module. That leave 3 hi slots for the actual triage based modules, id prolly put 2 on, and then 1 slot for "something else" oh how about one of those gang assist modules. So to be effective AS A CARRIER and not an overgrown tanking drone boat ud need to sacrifice alot of hi slots and thus alot of these so called highley effective hi slot modules. Tanks come from med slots and low slots anyway (deppending on race) so any push of carrier abilities to these will make the amarr carriers good transporters (tank + mid slot carrier mods) and cadari good drone users (tank + low slot mods) and then gal and min are basicly not as good versions of those two. ElDiabloRojo Director for Colossus Technologies
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Dr Aryandi
Bloodstone Technologies
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Posted - 2007.11.14 17:40:00 -
[67]
I agree that there are good arguments both ways, I think we will need to wait and see what the devs come up with at this point.
Originally by: ElDiabloRojo
Finnaly having these modules on rigs goes against what "rigs" are. they arnt modules like people seem to think, they are quick and small things fitted to ships systems in order to provide a boost. Its like on Star Trek when they "reroute power from life support" or whatever. Its provding a boost to something that is already there. Plus if carrier had 8 rig slots your just asking for some 1 to find a loop hole with the existing rigs combined with a few carrier rigs to make an ultimate carrier.
I just wanted to respond to this point. That is your view of what rigs are, that doesn't necessarily mean that that is actually what rigs are or what they need to be in the future.
Rigs are a modification to the structure of the ship in order to allow it to perform a role better. Yes a maintenance bay is a more drastic modification than a bit of extra shielding but it is still a modification to the structure of the ship.
I agree its different in scope to existing rigs, but that doesn't have to be a bad thing.
Blueprint Research Service Available See thread for details.
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Coniglietta Magica
THE FINAL STAND
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Posted - 2007.11.15 15:31:00 -
[68]
Originally by: Dr Aryandi I agree that there are good arguments both ways, I think we will need to wait and see what the devs come up with at this point.
Originally by: ElDiabloRojo
Finnaly having these modules on rigs goes against what "rigs" are. they arnt modules like people seem to think, they are quick and small things fitted to ships systems in order to provide a boost. Its like on Star Trek when they "reroute power from life support" or whatever. Its provding a boost to something that is already there. Plus if carrier had 8 rig slots your just asking for some 1 to find a loop hole with the existing rigs combined with a few carrier rigs to make an ultimate carrier.
I just wanted to respond to this point. That is your view of what rigs are, that doesn't necessarily mean that that is actually what rigs are or what they need to be in the future.
Rigs are a modification to the structure of the ship in order to allow it to perform a role better. Yes a maintenance bay is a more drastic modification than a bit of extra shielding but it is still a modification to the structure of the ship.
I agree its different in scope to existing rigs, but that doesn't have to be a bad thing.
Rig's do not sound like a bad idea, but I can see this increasing the cost of fitting our ships substantially. Sign The Petition!
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Poborca Podatkowy
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Posted - 2007.11.15 16:05:00 -
[69]
Originally by: Zarch AlDain
DCU are not fitted in mass to most carriers anyway in my experience as smartbombs/neuts/etc are more powerful once you are at a decent skill level.
Additionally moving them to a low slot would indeed hinder armour tankers but have you considered shield tankers?
TBH I didn't, but I am Thantos pilot (via alt), so I am focused on armor tanking, but even that gives you 2 races nerfed - Gallente and Amarr. What with others two ? I think that there is answer already - other modules giving boost to the fighters (i.e. speed/tracking) on medium slots.
Anyway as you mentioned I don't think that a lot of people use DCU in more than 1-2 quantities, but if there would be a penalty for mounting casual items on capitals (i.e. SMB mounted on carrier takes 10x more PG and CPU) ? What you think about that way of fitting ? In that manner you would have potential dread problem solved.
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Nyphur
Pillowsoft Total Comfort
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Posted - 2007.11.16 04:12:00 -
[70]
Originally by: Zarch AlDain Motherships have been devalued to virtually nothing until people know what is happening;
I like all of your ideas and was actually going to write up a very similar proposal. When I heard about the fact that they didn't want the carrier to be a jack of all trades, I thought "Then why not extract all of its abilities to modules?" because it seemed to make sense and have no drawbacks.
One thing I am very annoyed at is that since CCP announced that carriers were to be changed and suggested that this change would include a 5-drone limit, the entire motehrship industry has ground to a halt. As a DIRECT result of Zulupark's overenthusiastic and very premature devblog, many real in-game businesses with large asset investments and expected large turnover have been stripped of their profit or forced to close.
Mothership producers are finding it hard to sell for a reasonable price because every single buyer is waiting to see what CCP does to motherships before investing that much isk into one. Let's face it, most mothership buyers on public forum auctions only want to fool around in lowsec with them and be practically invulnerable, they aren't going to pay isk if they're made useless as solo ships in lowsec.
One of my own businesses (PSRS) is feeling a heavy blow to profits as mothership bpc prices and BPO rental demand have dropped dramatically due to the decrease in mothership demand. I've gotten my first copies out of the labs recently and instead of selling for 4b+, they're down to 2b in places and sometimes even lower. What's special about my business is that it's an investment scheme with a monthly dividend, so I'm going to be hemmoraging isk in the billions to investors until CCP announces that motherships aren't going to be nerfed and demand picks back up. It's gotten so bad that I'm probably going to have to enact the no-dividend clause until the patch.
And all this is because CCP let their newbie post a devblog on his own.
Eve-Tanking.com - We're sorry, something happened. |

Kenn
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Posted - 2007.11.16 14:54:00 -
[71]
Edited by: Kenn on 16/11/2007 14:55:54 I say leave the carriers alone they are not powerful enough. Stop nerfing anything. Carriers are by nature very powerful ships (as are dreads and titans) and the fact that they can carry out this role is not the issue. Game balance is the issue. To limit them for arbitrary reasons is silly especially after large investments in them were made already.
Why not balance these ships and others of this class with other ships. If CCP really wants players working together then take an example from a real Navy. How are carriers balanced out internationally? How would a foreign power deal with carriers of another country with out building more of the same?
Subs? Why not? Destroyer class ships with cloak AND LOCK capability so they can fire cloaked. Make it specific to that hull. Give them high launcher slots only and enable them to fire very powerful missiles (like citadels). Since it's a dedicated design they shouldn't be able to do much of anything else.
Equip standard destroyer class ships with the electronics to detect a cloaked ship that locked not just a cloaked ship. Each ship to be protected will have a category tier. Frigates tier 1 cruisers tier 2 bs tier 3 and capital ships tier 4. Each tier is a multiple of how many destroyers are needed to effectively protect that ship or else the odds of detection start to drop (tweak formula as needed factoring related skills etc.). Detection would be for a given radius in terms of missile ranges.
I promise you no one will travel in a mother class ship alone with out these ships for an escort. In fact very few people will travel anywhere in low sec space with out an escort.
Same rules of aggression apply to them regarding low and high sec space as they would any other ship that attacks another. Concord would automatically have the means of detecting and destroying such aggressors in high sec space.
Now you can leave alone the capital class ships (which are now vulnerable) and work VERY carefully on implementing new ships. These enable newbies and MANY corporations the ability to deal with capital class ships for a much lower cost and does not shove the majority of players out of the game due to the imbalance of power.
It still gives the major corporations the ability to deploy these ships as intended while also taking the game to a new level.
CCP shouldn't be dictating how we use our ships. That's for us to decide as long as we don't break rules to do it. We are not robots or actors turning gears in a machine. We are players exploring a galaxy and embarking on an adventure of entertainment. We will decide how to do that. 
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Zarch AlDain
The Establishment Establishment
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Posted - 2007.11.16 16:12:00 -
[72]
Originally by: Nyphur
Originally by: Zarch AlDain Motherships have been devalued to virtually nothing until people know what is happening;
I like all of your ideas and was actually going to write up a very similar proposal. When I heard about the fact that they didn't want the carrier to be a jack of all trades, I thought "Then why not extract all of its abilities to modules?" because it seemed to make sense and have no drawbacks.
One thing I am very annoyed at is that since CCP announced that carriers were to be changed and suggested that this change would include a 5-drone limit, the entire motehrship industry has ground to a halt. As a DIRECT result of Zulupark's overenthusiastic and very premature devblog, many real in-game businesses with large asset investments and expected large turnover have been stripped of their profit or forced to close.
Mothership producers are finding it hard to sell for a reasonable price because every single buyer is waiting to see what CCP does to motherships before investing that much isk into one. Let's face it, most mothership buyers on public forum auctions only want to fool around in lowsec with them and be practically invulnerable, they aren't going to pay isk if they're made useless as solo ships in lowsec.
One of my own businesses (PSRS) is feeling a heavy blow to profits as mothership bpc prices and BPO rental demand have dropped dramatically due to the decrease in mothership demand. I've gotten my first copies out of the labs recently and instead of selling for 4b+, they're down to 2b in places and sometimes even lower. What's special about my business is that it's an investment scheme with a monthly dividend, so I'm going to be hemmoraging isk in the billions to investors until CCP announces that motherships aren't going to be nerfed and demand picks back up. It's gotten so bad that I'm probably going to have to enact the no-dividend clause until the patch.
And all this is because CCP let their newbie post a devblog on his own.
I know I've seen the price drop by 5 billion or more since the blog. We have been hit by it too as we recently acquired 4 intending to sell one. Every single one of our potential buyers dropped out when the blog hit. Fortunately we had a backup plan in place but it still messed us around a lot and I really feel for the dedicated industrialists going through the nightmare of making these things.
I've seen several MS producers closing up shop, and I know quite a few carrier producers are thinking about it. I've found the dev responses here encouraging - but as I said earlier we urgently need a definitive dev blog saying at least in general terms what will happen. I hope they are still reading this thread and are taking note - in game businesses that people have put a lot of effort into are going bankrupt while they wait...
Zarch AlDain
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Zarch AlDain
The Establishment Establishment
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Posted - 2007.11.16 16:18:00 -
[73]
Originally by: Kenn Edited by: Kenn on 16/11/2007 14:55:54 I say leave the carriers alone they are not powerful enough. Stop nerfing anything. Carriers are by nature very powerful ships (as are dreads and titans) and the fact that they can carry out this role is not the issue. Game balance is the issue. To limit them for arbitrary reasons is silly especially after large investments in them were made already.
Why not balance these ships and others of this class with other ships. If CCP really wants players working together then take an example from a real Navy. How are carriers balanced out internationally? How would a foreign power deal with carriers of another country with out building more of the same?
Subs? Why not? Destroyer class ships with cloak AND LOCK capability so they can fire cloaked. Make it specific to that hull. Give them high launcher slots only and enable them to fire very powerful missiles (like citadels). Since it's a dedicated design they shouldn't be able to do much of anything else.
Equip standard destroyer class ships with the electronics to detect a cloaked ship that locked not just a cloaked ship. Each ship to be protected will have a category tier. Frigates tier 1 cruisers tier 2 bs tier 3 and capital ships tier 4. Each tier is a multiple of how many destroyers are needed to effectively protect that ship or else the odds of detection start to drop (tweak formula as needed factoring related skills etc.). Detection would be for a given radius in terms of missile ranges.
I promise you no one will travel in a mother class ship alone with out these ships for an escort. In fact very few people will travel anywhere in low sec space with out an escort.
Same rules of aggression apply to them regarding low and high sec space as they would any other ship that attacks another. Concord would automatically have the means of detecting and destroying such aggressors in high sec space.
Now you can leave alone the capital class ships (which are now vulnerable) and work VERY carefully on implementing new ships. These enable newbies and MANY corporations the ability to deal with capital class ships for a much lower cost and does not shove the majority of players out of the game due to the imbalance of power.
It still gives the major corporations the ability to deploy these ships as intended while also taking the game to a new level.
CCP shouldn't be dictating how we use our ships. That's for us to decide as long as we don't break rules to do it. We are not robots or actors turning gears in a machine. We are players exploring a galaxy and embarking on an adventure of entertainment. We will decide how to do that. 
Wow, This is the first 'introduce new ships to balance capital ships' ideas that I have seen that I have actually liked.
It isn't perfect but the general concept of a destroyer sized ship that fires capital weapons (i.e. bigger stealth bombers) would at least give people without supercaps a way to harass them effectively.
You would need to be very careful though, in particular I would say that the only active module able to function while cloaked should be the capital sized weapons as otherwise you would see them used as invulnerable super-tacklers.
I'm not sure a counter-counter ship is needed though - after all the weapon trails/torpedos would be coming from empty air so you just need some reasonably fast escort ships to rush the anti-capital ships and decloak them.
Zarch AlDain
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Kortalis Hellion
Gallente The Taining corp Knights Of the Southerncross
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Posted - 2007.11.16 16:31:00 -
[74]
For the motherships and specific modules, how about a doomsday like remote repair module? How awsome would it be to use 50% capacity to repair your entire fleet (and drones) within 100km of you 50% armor or shield?
Kinda like a large smartbomb, but it shoots out a wave of remote repair.
Carrier = logistics and drones Mothership = super logistics and drones
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Kenn
Caldari Independent Manufacturers
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Posted - 2007.11.16 18:44:00 -
[75]
Edited by: Kenn on 16/11/2007 18:49:46 You are right Zarch about the capital weapons during Cloak. They would have to be very specific about this. Buy they created cloaked frigates that were the only ships that could use the advanced cloak without penalty so they should do the same for Subs (I call them that).
I felt a counter ship to the Sub was necessary otherwise you fall back into the uber class syndrome. Also Subs will be fast enough to clear the 2km limit from their missile trails. It would be almost impossible to reach them before they moved as missiles have plenty of range. Make the Uber ships dependent on the smaller ones for protection in this case and make the smaller ships specific for finding Subs. Don't let it fall into a general category. Let it be the Destroyers which are the only ships that would have the detection ability (or the ability to carry the necessary mods without penalty). It would raise their value considerably.
This could lead to a whole level of play as corporations could specialize in this sort of thing. (Wolf packs vs Destroyer Escorts.)Then add in the command linking and stuff and you could get some very sophisticated space battles with perhaps only 12 ships total. All of that with out changing what was already established and saving players the headache of rethinking invested time and ISK.
It needs to be and SHOULD be tweaked. That is what the Test servers are for. These are just ideas thrown around of course but I think it's a good start.
Arrrrgh

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Zarch AlDain
The Establishment Establishment
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Posted - 2007.11.16 21:10:00 -
[76]
Originally by: Kenn Edited by: Kenn on 16/11/2007 19:05:08 Edited by: Kenn on 16/11/2007 18:49:46 You are right Zarch about the capital weapons during Cloak. They would have to be very specific about this. Buy they created cloaked frigates that were the only ships that could use the advanced cloak without penalty so they should do the same for Subs (I call them that).
I felt a counter ship to the Sub was necessary otherwise you fall back into the uber class syndrome. Also Subs will be fast enough to clear the 2km limit from their missile trails. It would be almost impossible to reach them before they moved as missiles have plenty of range allowing them to remain cloaked. Make the Uber ships dependent on the smaller ones for protection in this case and make the smaller ships specific for finding Subs. Don't let it fall into a general category. Let it be the Destroyers which are the only ships that would have the detection ability (or the ability to carry the necessary mods without penalty). It would raise their value considerably.
Why would they be fast enough? They don't need to be fast - in fact I would suggest they shouldn't be. It seems to me that they would be a destroyer sized AF rather than a destroyer sized intie. With no AB or MWD active while cloaked their max speed even with overdrives will be only a few hundred m/s.
Especially considering every time they fire enemies get another chance to locate them and to do anything worth mentioning they will need to keep up sustained fire I think that is balanced.
Originally by: Kenn
This could lead to a whole level of play as corporations could specialize in this sort of thing. (Wolf packs vs Destroyer Escorts.)Then add in the command linking and stuff and you could get some very sophisticated space battles with perhaps only 12 ships total. All of that with out changing what was already established and saving players the headache of rethinking invested time and ISK.
It needs to be and SHOULD be tweaked. That is what the Test servers are for. These are just ideas thrown around of course but I think it's a good start.
Arrrrgh

I think a counter-ship is taking things too far, after all capital weapons have lousy tracking and explosion velocity etc so the damage output against small ships will be lousy.
Zarch AlDain
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Princess Jodi
Vendetta Underground Rule of Three
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Posted - 2007.11.16 22:04:00 -
[77]
On my idea of making the Carrier Services into Rig-type slots: Does ANYONE put ANYTHING other than Cap Recharge rigs into their Capitals?
What I believe you're seeing is that a Capital ship's lifeline is its ability to maintain Cap and therefore Tank. If the standard fit is 3 cap rigs, that tells me that the cap recharge rate is too low across the board.
What started to worry me was the idea that we might lose the built-in Ship Maint, etc but gain a Rig Slot for them. It started me thinking about what I might put in the new Rig Slots, when I realized that everyone I know just puts in more Cap rechargers.
Therefore I change my initial idea of using Rig Slots to using some new 'Logistic Slot'. And as a side-effect: CCP you have not given enough Cap Recharge to Capitals.
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Mag's
MASS Ministry Of Amarrian Secret Service
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Posted - 2007.11.17 01:08:00 -
[78]
Originally by: Rawthorm Right now the only real diference between a mothership and carrier is firepower and EW immunity.
With the ability to tackle motherships using heavy interdictors I think maybe its time to revisit their survivability as well as their other abilities. Perhaps now is the time to make all cap draining modules unable to work on Titans and Motherships? After all their tank is basicaly the same as a carrier but it would be nice if an attacker has to chew through its Hitpoints to kill it rather than just tackling it with a heavy interdictor and killing it with a few energy and fighter killing battleships (as will now be possible after the patch)
Now that's a great idea. Give the moms back, some of their super status.
Mag's
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Kenn
Caldari Independent Manufacturers
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Posted - 2007.11.17 01:10:00 -
[79]
Edited by: Kenn on 17/11/2007 01:13:58 Well be careful Zarch. You might throw the balance in favor of the Sub. Picture 5 or 10 of them waiting in a location firing capital class destroying missiles.. With no way to detect them the cloak ganking nightmare begins. The Destroyers or counter ships were meant to prevent that. With a chance at an advance warning the world of Eve won't be ruled by the subs or any one type of ship.
This makes the Capital Class Ship dependent on smaller ships to survive which is why we are doing it and it won't matter if it's an uber hauler or something that can destroy entire solar systems. It now has a major weakness. So long as that goal is achieved with out creating a second nightmare it doesn't matter what form it takes and nerfing the Cap Class ships can be avoided.
The counter element can be specialized ships or ships equiped with modules as long as the capital class ship is unable to use it. Each has a strength and a counter to it. It now becomes necessary to build integrated fleets and use them properly or perish. MUAHAHAHAHAHAHAAHAHA.
Arrrrgh.

Quote: Kenn> HAH! I'm tanking these whimps! Computer> Your Capacitor is empty.
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Zarch AlDain
The Establishment Establishment
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Posted - 2007.11.17 13:36:00 -
[80]
Originally by: Kenn Edited by: Kenn on 17/11/2007 01:34:05 Edited by: Kenn on 17/11/2007 01:13:58 Well be careful Zarch. You might throw the balance in favor of the Sub. Picture 5 or 10 of them waiting in a location firing capital class destroying missiles.. With no way to detect them the cloak ganking nightmare begins. The Destroyers or counter ships were meant to prevent that. With a chance at an advance warning the world of Eve won't be ruled by the subs or any one type of ship.
This makes the Capital Class Ship dependent on smaller ships to survive which is why we are doing it and it won't matter if it's an uber hauler or something that can destroy entire solar systems. It now has a major weakness. So long as that goal is achieved with out creating a second nightmare it doesn't matter what form it takes and nerfing the Cap Class ships can be avoided.
The counter element can be specialized ships or ships equiped with modules as long as the capital class ship is unable to use it. Each has a strength and a counter to it. It now becomes necessary to build integrated fleets and use them properly or perish. MUAHAHA.
The Devs will make the ultimate decisions on this as they are clearly reading these posts so they may agree with you in the end anyway. I don't even have a cap class ship yet so it won't affect me in the short term. I just want to avoid nerfing them.
Arrrrgh.

Even my (armour tanked) carrier has 150 thousand shield hit points - then 200k armour hit points. Even 10 cloaked subs would not be a threat that might kill me, however they would be able to drive me away unless I had support.
In your scenario it said that the destroyers wouldn't be able to do anything until the subs had a lock anyway - which is not significantly different from other ships being able to do something once the subs open fire.
Zarch AlDain
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Kenn
Caldari Independent Manufacturers
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Posted - 2007.11.17 23:11:00 -
[81]
I would like to see some form of that idea at least tested before they nerf anything. It doesn't matter how as long as it's tried.
I wasn't worried about a carrier getting ganked lol. I want THEM to get ganked. I want 1 sub to be a serious threat to a capital ship. I was worried about Subs becoming the uber ganking platform against everything else as well. There was a reason we can't lock and cloak right now. It would shift game balance of power too far to one side and everything would be an invisible war. No one would leave their stations.
Destroyers or counter ships (or even mods that are useless on capital ships) would prevent that. It won't pick up a cloaked ship only one that locks or is in the process of locking or some other criteria like weapons systems online for example. Just as long as there is something to keep the Subs in check. If the Capitol ships (or any ships) are escorted then the Subs won't find such easy prey.
If there aren't counter sub ships then Subs will simply hide just about anywhere ganking anything. They will become too powerful and throw game balance off. We really only want them to check the Capital Ships and not rule over everything else. Their fire power will certainly make them useful in a number of situations but they too will have a weakness in that of a lowely small ship with the capability to reveal the Subs location.
IF the sub does not lock or fulfill what ever criteria is needed then it remains undetected like any other cloaked ship. It simply has the ability to lock while cloaked AND fire an UBER missile or two (Or even 8 if the Dev's feel it will work)and can't do much of anything else. But combined with a well organized fleet it is lethal.
So 10 X 8 missiles just might vaporize your ship in a single volley. :O)
Arrrgh!

Quote: Kenn> HAH! I'm tanking these whimps! Computer> Your Capacitor is empty.
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chernobly
Gallente The Dead Parrot Shoppe Inc. Brutally Clever Empire
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Posted - 2007.12.01 21:14:00 -
[82]
I like it
This system also allows for the addition of more new facilities, which is nice. I actually think that the addition of a low slot would increase the popularity of triage mode, which is currently seen as "suicide mode". It would also be nice to see something similar for dreadnaughts, as they are currently such a one-trick-pony, which sucks for people who have had to train for them in order to help their alliance. Personally, I would've liked to see tech 2 battleships get this kind of love, but it's too late for that, unfortunately.
oh, silly me ... i started reading the forums e_e |

Caleese
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Posted - 2008.01.15 05:33:00 -
[83]
This "sub" class ship does sound cool, but don't forget about what happens when you run into the same problem CCP have with carriers, the critical mass of numbers.
I don't think CCP would've even thought to balance carriers if there weren't so many of them these days. Same goes for Motherships and Titans. It's fine when an alliance only has 1 maybe 2, but when you start seeing 15-20 carriers, 3-5 motherships and 3 or 4 titans in the one system it just ruins what a fleet battle SHOULD be about, and that's battleships.
If you created a "sub" class ship which could target and fire something like a citadel torp, that's all fine an dandy until an alliance has 5 of these things built and start coming for your POS's with them.
I like the fact ccp have decided to really look hard at all the capital ships, and really hope they stay useful, but somehow swing the importance of a fleet back to the battleship.
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Syberbolt8
Gallente The Fated Odyssey.
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Posted - 2008.03.08 16:43:00 -
[84]
Bump, this is a great IDEA, would take this over current carriers anyday.
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