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Player Features and Ideas Discussion

 
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Invulnerability and Phase III

Author
Paynus Maiassus
Imperial Academy
Amarr Empire
#1 - 2015-03-16 03:35:50 UTC
Link to blog post on the subject here. It's a blog post. TL;DR people don't click it.
Madd Adda
#2 - 2015-03-16 05:26:28 UTC  |  Edited by: Madd Adda
Quote:
Supercarriers

Remove their drone bays, bandwidth, and ability to launch drones. Remove their ability to fit Drone Control Units. Supercarriers should not bring drones to the fight. They should bring ships to the fight.
Give supercarriers 10 million cubic meter ship maintenance bays.
Reduce supercarrier high slots by a number determined after balance considerations.


so, make the supercarrier into a giant ship filled piñata? why not just make a t2 bowhead?


Quote:
Hawkins Radiation Emitter (or whatever you want to call it – this one is the doozie).

Can be fit only to Snorquals and supercarriers. A high slot unit.
It is an active high slot module with a 5-minute cycle time that runs on heavy water.
When active the Snorqual or super cannot move or warp, but it can cyno jump. Jumping to a cyno instantly deactivates the HRE.
The HRE technology is based upon creating microscopic black holes within the ship that creates incredible effects on gravity and can only be operated within certain granitic conditions. Therefore:
The HRE cannot be activated within 50 thousand kilometers of a station, stargate, acceleration gate, POCO, or POS. Its use will be limited to bookmarked safes, mining belts, anomalies and signatures, plantets where the planetary warp-to is far from its customs office, and moons where the warp-to point is not co-located with a POS.
When activated, the supercarrier and all ships in the supercarrier’s squad, wing, or fleet that are within 10 kilometers of the supercarrier cannot lock targets or launch drones.
All ships in the supercarrier’s squad, wing, or fleet that are within 5 kilometers of the supercarrier cannot be locked with the HRE is active.
Bombs will not detonate within 25 kilometers of the supercarrier when the HRE is active.
FoF missiles will not detonate within 10 kilometers of the supercarrier when the HRE is active.
Smartbomb modules cannot be activated within 10 kilometers of a supercarrier with an active HRE.
The supercarrier and all ships in its squad, wing, or fleet will have a massive mass increase while within 10 kilometers of a super with an active HRE. Something like a Higgs Anchor with the exact details determined after balance considerations are made. Bumping ships near a super with an active HRE should be possible but effectively impracticable.
Active cynos within 10 kilometers of the supercarrier with an active HRE are instantly disabled.
The Snorqual offers the same effects with an active HRE as a supercarrier, except that the effects are only conferred on industrial ships in the Snorqual’s squad, wing, or fleet.


why did i bother to read this? we might has well have the supercarrier have a mod that causes it to self destruct, forming a temporary black hole in its dying wake.

Carebear extraordinaire