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Player Features and Ideas Discussion

 
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An idea to bring more Supers out to play

Author
Vadeim Rizen
Center for Advanced Studies
Gallente Federation
#1 - 2014-11-05 16:01:57 UTC  |  Edited by: Vadeim Rizen
First of all I just want to say this post is not intended as a buff to supers, though off-handedly it may be.

I love the jump changes, the HIC changes... even from changes from a couple years ago with the self-destructs generating mails and aggression keeping logged-off ships attackable, seems as though everybody loves dead supers, me included.

One thing I think that would bring out supers more, exposing the supers and giving super pilots a reason to bring supers out more often, would be to work in a module or mechanic that allows fb to attack poses. Create an active module, that increases the activation range of fb to 25km. This module would inhibit the ability for a super to warp or activate jump drive until the fighter bombers have returned to drone bay and the module inactivated, as a balance so that supers can't just jump out as soon as something lands on grid with them.

I think this would work in favor of 1) giving more targets for super pilots, and 2) creating more dead supers. Who loses here?
Paikis
Vapour Holdings
#2 - 2014-11-05 16:18:50 UTC
Vadeim Rizen wrote:
Who loses here?


POS owners.
Vadeim Rizen
Center for Advanced Studies
Gallente Federation
#3 - 2014-11-05 16:29:22 UTC
Paikis wrote:
Vadeim Rizen wrote:
Who loses here?


POS owners.


Not really, as of right now people use dread fleets that do more dps than supers. If a pos owner can defend their pos against 10-15 dreads they can surely also be ready for supers. A fleet of 10 supers will really only be as effective as about 7 dreads. And the reward for successfully countering a pos bash would be much more valuable. About 10 times more valuable.
Alvatore DiMarco
Capricious Endeavours Ltd
#4 - 2014-11-05 17:33:39 UTC  |  Edited by: Alvatore DiMarco
Death (and game-wide blueprint removal) to all supers.

Not massive buffs.

DEATH.
Vadeim Rizen
Center for Advanced Studies
Gallente Federation
#5 - 2014-11-05 17:39:55 UTC  |  Edited by: Vadeim Rizen
Alvatore DiMarco wrote:
Death (and game-wide blueprint removal) to all supers.

Not massive buffs.

DEATH.



That's the point. Bring them out, make them vulnerable. How do you recommend killing supers that only come out to gank stationary dreads and then warp off and cloak or just jump out of system? This idea was designed to give a reason for people to still use their supers AND for a way to make them vulnerable at the same time. With the active module, say you give it a 30 second cycle time, the super cannot warp or jump out with it active. Say someone defending their pos warps in a newly buffed hic to tackle it, well the super can't just jump out. they have to recall the drones, wait for the module cycle to complete, and then warp or jump out... making it much more vulnerable to getting tackled and killed.

As you stated, DEATH.
Eldwinn
Deep Core Mining Inc.
Caldari State
#6 - 2014-11-05 17:46:52 UTC
This would just counter attack the orbit range and allow FB to hit POS again. POS timers you can plan for and force it to come out when you want. So it is easy to just plan an OP and prepare in advance when a group is not free to do anything about your supers. To that -1
Vadeim Rizen
Center for Advanced Studies
Gallente Federation
#7 - 2014-11-05 17:50:41 UTC
Eldwinn wrote:
This would just counter attack the orbit range and allow FB to hit POS again. POS timers you can plan for and force it to come out when you want. So it is easy to just plan an OP and prepare in advance when a group is not free to do anything about your supers. To that -1


Same can be said about dreads though. The whole point is to give a reason for supers to perform an activity other than cynoing in at an un-tacklable range and ganking carriers/dreads and warping out. That's the main reason supers don't die very often right now. If you give them the ability to do something that keeps them stationary and makes them vulnerable i think you'd see a lot more super deaths.
Vadeim Rizen
Center for Advanced Studies
Gallente Federation
#8 - 2014-11-05 17:52:56 UTC
Apparently nobody likes my idea, but everyone wants to kill supers, but what reason does a super pilot have to put their super at risk? There's nothing (especially in low-sec) that is overly dangerous about using a super. Anything that can be done with supers now can be done with dreads. The only reason to use a super is for hit-and-run and hence they hit and run and don't die.
Eldwinn
Deep Core Mining Inc.
Caldari State
#9 - 2014-11-05 18:35:28 UTC  |  Edited by: Eldwinn
With the timer changes of dreads in the past it "was" possible to barely catch a group as they were leaving. Being a 5minute timer. With phobe and the changes to how death clones work now that is no longer possible. 2 minute suicide. 10minute timers really need to come back now in light of these changes. To try to grab groups trying to single cycle a POS / structure.

In terms of supers, "most" have a single pulse of mwd for alignment. Which is about 10seconds + grid loading. There is nearly zero risk other than human error. I agree with the timer for a super in some sort of way, however I think a mass increase may help aswell to prevent the mwd alignment. Really we need to wait to see what happens in phobe before we rush to make more changes.