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Player Features and Ideas Discussion

 
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Carrier ideas

Author
Alyth
The Scope
Gallente Federation
#1 - 2014-03-08 05:00:42 UTC  |  Edited by: Alyth
First two caveats:

1. I have checked the frequent suggestions thread and didn't see anything of this nature there. If this is a common idea please feel free to comment as such.

2. Every idea sounds awesome when you are on 50 micrograms/hr of morphine.

Without further ado...

The main issue with carriers as I see it is not their ability to field so many drones or that they can get better dps from sentries or whatever, it is their versatility. No other ship in EVE can do what a carrier is capable of doing all at once. They can spidertank while dpsing while refitting off each other to switch to suicide triage. Compare that to a dread which can do not very much outside of siege mode and at best hope not to die before their cycle ends when siege green. Similar class type, similar roles, vastly different degrees of survivability and utility.

What I propose is to split the carriers down into two seperate types - Fleet carriers and Escort carriers. Escort carriers would be similar to the current Archon in that they can allow other ships to refit, do logisitics, tank quite well, fit a few gang links and still field a maximum of 5 unbonused drones or fighters. Fleet carriers would be more like the Thanatos, they can field the current maximum 5+5 drones/fighters, don't get the logistics bonus which is instead with a drone damage bonus and another utility bonus.

For example Thanatos would look something like this as a Fleet carrier:

10% bonus to deployed fighters damage and hitpoints per level, 5% bonus to deployed drone damage and hitpoints per level.
7.5% increase in fighter tracking per level.
7.5% increase in armour repair amount per level (to replace the triage module, Amarr and Caldari would probably get resists while Matari gets armour rep bonus).
Can deploy one additional fighter or drone per level.

Whereas an Escort carrier Archon might look like this:
50% bonus to Capital Energy and Armour transfer range per level.
10% increase in Capital Armour transfer amount per level.
4% increase in armour resistances per level.
Can fit warfare link modules.
Can fit 1 tactical logistics reconfiguration module.
Can use Capital Remote Armour Repair and Energy Transfer modules on dreadnoughts in siege mode while under the effects of a tactical logistics reconfiguration module.

I'm not 100% sure about that last bonus on the Escort carriers, could be awesome and lead to dreads and carriers working together, could overpower them completely versus small targets using blap dreads. However by splitting the carriers into two distinct roles I feel that they would work better than they currently do. The Fleet carriers could us their now bonused fighters to deal more damage whiles the Escorts support the other carriers and dreads from the back while still adding their own weight to the fight, just not as heavily as they do now. I was also playing with giving the Fleet carriers something like 50% bonus to energy neutraliser amount and range per level for example on the amarr carrier to replace the loss of links but again I don't know how overpowered that would be.

With regards to fighters currently being regarded by most military experts as 'terrible' they could do with a look at too but that probably deserves another thread. I do think that by creating fleet carriers that give them a bonus to damage and survivability would go some way towards improving the situation though. Perhaps giving them MJDs so they can get to and from targets quicker would be another option?

Anyways, additional ideas, ciriticisms and questioning of my sanity, intelligence and/or sexuality please.
Anhenka
The New Federation
Sigma Grindset
#2 - 2014-03-08 05:30:07 UTC  |  Edited by: Anhenka
I'd love some morphine :(

As to the ideas.. ehhhh..

Excepting the bonus to armor/shield/cap transfer amount, neither version of any of the ships looks like it is significantly better then the current version. As to the issues with carriers being too "versatile", that's about to be heavily reduced.

With the massive nerfing to drone assists coming next Tuesday, carriers lost a massive amount of their ability to apply sentry damage in large fights, and even a 100% boost to fighter damage and health and 37.5% tracking wont make fighters not trash. A non assisting carrier can easily be easily shut down by a Celestis.

In general though, I would say any real discussion on carrier changes needs to wait until a good while after the drone assist nerf so we can see how it effects their use in combat.

Frankly, I'd expect them to be well within reasonable limits with that gone. A single carrier dies like a sack of **** after all, and even a handful will die to a decent sized roaming gang.
Alyth
The Scope
Gallente Federation
#3 - 2014-03-08 05:42:47 UTC  |  Edited by: Alyth
Anhenka wrote:
I'd love some morphine :(

As to the ideas.. ehhhh..

Excepting the bonus to armor/shield/cap transfer amount, neither version of any of the ships looks like it is significantly better then the current version. As to the issues with carriers being too "versatile", that's about to be heavily reduced.

With the massive nerfing to drone assists coming next Tuesday, carriers lost a massive amount of their ability to apply sentry damage in large fights, and even a 100% boost to fighter damage and health and 37.5% tracking wont make fighters not trash. A non assisting carrier can easily be easily shut down by a Celestis.

In general though, I would say any real discussion on carrier changes needs to wait until a good while after the drone assist nerf so we can see how it effects their use in combat.

Frankly, I'd expect them to be well within reasonable limits with that gone. A single carrier dies like a sack of **** after all, and even a handful will die to a decent sized roaming gang.


By too versatile I meant they can do three different things at once then refit off each other and go do something else. No other ship in the game can do logistics, tank and do dps at the same time as effectively as carriers. With regards to the drone nerf, I don't think that will do much to the current carrier meta, you'll just have 5 dronebunnies to distinguish among 250 homogenous Archons. If anything, it makes it a bit more effective as you only lose 20% of your drones instead of all of them if he gets bopped. Might be different for small gangs though, I haven't done any of that since I got back so I can't really say.The drone change will hopefully affect the subcap meta so that we'll see less space potato and Ishtar fleets and more of the Megathron master race again.

With regards to the ewar, perhaps it would be possible to give one of the Escort types a bonus to remote ECCM to counter it?

About the bonus thing, I thought I'd start off with weakish ones and then see what else people would add to them, like I said I was gonna do an Amarr version that was basically a Curse on steroids.
Anhenka
The New Federation
Sigma Grindset
#4 - 2014-03-08 06:09:41 UTC  |  Edited by: Anhenka
Alyth wrote:

By too versatile I meant they can do three different things at once then refit off each other and go do something else. No other ship in the game can do logistics, tank and do dps at the same time as effectively as carriers. With regards to the drone nerf, I don't think that will do much to the current carrier meta, you'll just have 5 dronebunnies to distinguish among 250 homogenous Archons. If anything, it makes it a bit more effective as you only lose 20% of your drones instead of all of them if he gets bopped. Might be different for small gangs though, I haven't done any of that since I got back so I can't really say.The drone change will hopefully affect the subcap meta so that we'll see less space potato and Ishtar fleets and more of the Megathron master race again.

With regards to the ewar, perhaps it would be possible to give one of the Escort types a bonus to remote ECCM to counter it?


P.S, with 10 sentry drones per carrier and a limit of 50 including your own, that's 50 drone bunnies, not 5, but lets blame that on the nice drugs.

They are capitals, having a greater effect / greater number of capability is not exactly a huge issue, now that the ability to delegate all of their damage to another person is severely restricted,

As for the drone bunny thing, that really does not work well. Every person needs to be well coordinates and told to assist to specific people, which means that the drone bunnies need to be repeatedly and publicly stated on coms or in fleet. With the omnipresent spies in coalition level warfare, having drone bunnies able to be damped (ie not aeons) means that drone triggers will be known by the enemy fleet and rapidly damped down with multiple Celesti on each trigger.

And with the way the numbers works, even 2 remote Sebo's on each of 5 carriers will not negate the effect of 5 Celesti with crazy powerful info warfare backed links. And needless to say, bringing 50 Aeons to drone bunny for each full carrier fleet is a but nutty and not a realistic risk except on the most important of defense ops.

As far as drone assist on a massive scale goes, it's already dead if the enemy can afford to bring Celestis in a 1:1 ratio to your carriers. The escort carrier would require massive bonuses to remote sebos/ECCM if they were to have any chance of denting the damping power.