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Supercarrier Force Auxilliary Ships (Logistical Supercarriers)

Author
Xain deSleena
420 Enterprises.
#1 - 2017-06-25 10:01:10 UTC  |  Edited by: Xain deSleena
Force Auxilliary ships (FAX) in their current form seem only good for littering the killboard and padding large alliance fights with easy kills on immovable targets. Introducing a Logistical Supercarrier variant of a FAX that is able to move and not have to enter siege would create some interesting scenarios in terms of large scale capital fights.

Without getting into too much detail, current FAX can if they so desire launch into a capital fight knowing full well once they enter siege they are at the mercy of the opposing fleet. Let them continue in their role if they so desire to become cannon fodder for 50 plus dreads or 20 plus supers. However a Supercarrier FAX would not always suffer the same fate and could also be limited in who and what they can rep.

At least they would not find themselves being swallowed up by overwhelming dps but like their combat Supercarrier brothers at least last longer on field than their weaker carrier versions because of their greatly increased EHP. An alternative is to introduce a module much like the one used on a Rorqual that would allow a Supercarrier to transform to a Logistical Super if the pilot so desires.
Daichi Yamato
Jabbersnarks and Wonderglass
#2 - 2017-06-25 11:05:31 UTC  |  Edited by: Daichi Yamato
The point of fax and their siege mode is to put a limit in the amount of dps a fleet can tank. Being swallowed by overwhelming dps is deliberate. Otherwise you can just scale up infinitely and have unkillable supers again.

If only there was something like that for sub-cap logi.

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Xain deSleena
420 Enterprises.
#3 - 2017-06-25 12:21:24 UTC
In large scale Capital fights involving Supers the Logistic capitals lose out to their more agile more powerful Combat counterparts. Over time during a large fight the ratio of Logistic Capital losses to Capital and Super Capital losses is disproportionate.

Thus fleet fights boil down to who can kill Logistics quick enough. Perhaps that is how most fights are fought by primarying logistics. Yet when Super Capitals are on field the majority of the lower ranked Capital ships almost always are the bulk of the isk losses.

This is only my observation of the main fights that get reported on.

Why should Super Carriers be Combat ONLY?

A Super FAX would be the real mothership of the game.

They could be limited in their role, power and what they can rep so as not to allow too many of them to dominate. Yet is that not already what Combat Supers do sitting at the top of the tree, dominating EVE by large numbers?
Dior Ambraelle
University of Caille
Gallente Federation
#4 - 2017-06-25 17:06:39 UTC
The way I can imagine a super capital logistics unit is some sort of mobile base.
They can move around like other ships of the same size, or "unpack" themselves and become a small citadel like structure that can be seen on the overview with greatly increased defenses, tethering ability and infinite (?) cargo hold - the stuff that doesn't fit in the cargo hold in ship mode needs to be jettisoned before transforming it back. It takes a minute to unpack the ship to a base and back.
The catch is their abilities to shoot back is limited to a few light fighter squadrons and have no reinforce ability, so they need active protection.
It would be interesting if these could move through wormholes to be unpacked there.

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Axure Abbacus
Center for Advanced Studies
Gallente Federation
#5 - 2017-06-25 21:12:07 UTC
I alwayed looked at force auxillary and logistics as the sacrificial annod of the fleet. Moving up to supercapital wouldn't it just still make you primary?

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Xain deSleena
420 Enterprises.
#6 - 2017-06-26 10:05:51 UTC
Well perhaps they have a huge enough tank but don't create greater repping power than normal FAX and have greatly reduced repping power on sub caps. So the main use is for repping Super Capitals only. Their main job is to not be alpha'd off the field. Once supers destroy Logi there is nothing that can pin them down anymore because HICs cannot be repped. So supers fly away. The trick would be to make a Super Logistical ship that does have a role to play but not to the point where large numbers make gameplay not worthwhile. You could limit the amount of them that can be flown in a fleet. Either way my point is that in large scale fights FAX get mowed down by large blobs of dreads and or supers. At least of a Super FAX gets primaried it won't die in a fire but may just outlive their tougher Combat variants.
Frostys Virpio
State War Academy
Caldari State
#7 - 2017-06-27 17:04:54 UTC
Xain deSleena wrote:
Either way my point is that in large scale fights FAX get mowed down by large blobs of dreads and or supers.


I'm pretty sure that's intended.
Cade Windstalker
#8 - 2017-06-27 17:17:53 UTC
Xain deSleena wrote:
In large scale Capital fights involving Supers the Logistic capitals lose out to their more agile more powerful Combat counterparts. Over time during a large fight the ratio of Logistic Capital losses to Capital and Super Capital losses is disproportionate.

Thus fleet fights boil down to who can kill Logistics quick enough. Perhaps that is how most fights are fought by primarying logistics. Yet when Super Capitals are on field the majority of the lower ranked Capital ships almost always are the bulk of the isk losses.

This is only my observation of the main fights that get reported on.

Why should Super Carriers be Combat ONLY?

A Super FAX would be the real mothership of the game.


Because a Super Carrier FAX would either be amazingly OP, or a terrible investment of resources. There's not a lot of middle ground here, since it's fairly rare that your actual limiting factor is the number of FAXes you can deploy, it's the survivability of those FAXes that matters. Even if you just gave them the repping power of a FAX and Super Carrier HP that would in and of itself be incredibly OP even if they had to use Triage.

Also it's kind of intentional that the smaller Capitals are the bulk of the ISK losses. They also tend to be the bulk of the ISK fielded in any fight where the results or the ability to evac Super Caps is in any way in doubt. People don't drop large volumes of Supers or Titans if they think they might die.

Xain deSleena wrote:
They could be limited in their role, power and what they can rep so as not to allow too many of them to dominate. Yet is that not already what Combat Supers do sitting at the top of the tree, dominating EVE by large numbers?


This is literally what FAXes are. They're limited in their HP, power, ect to prevent them from being overwhelming. If you throw a super-FAX on the table as well then everything else gets bent out of whack because currently Capital Logistics is based around the FAX. Not a FAX++.

Daichi Yamato wrote:
The point of fax and their siege mode is to put a limit in the amount of dps a fleet can tank. Being swallowed by overwhelming dps is deliberate. Otherwise you can just scale up infinitely and have unkillable supers again.

If only there was something like that for sub-cap logi.


Sub-cap Logi don't really have the same issues as Capital Logi because they don't have nearly the HP buffer that a FAX has, so at a certain point they just get alpha'd between reps or even in spite of reps. Especially if you use EWar to negate their speed and sig tank advantage. If you can land clean hits you can nuke most Logi cruiser fits with less than half a dozen arty Battleships. The trick is landing those clean hits.
Old Pervert
Perkone
Caldari State
#9 - 2017-06-27 19:34:18 UTC
Daichi Yamato wrote:
The point of fax and their siege mode is to put a limit in the amount of dps a fleet can tank. Being swallowed by overwhelming dps is deliberate. Otherwise you can just scale up infinitely and have unkillable supers again.

If only there was something like that for sub-cap logi.


Well truthfully, if you scale to infinity you have unkillable supers now. Consider a fleet with 10 supers and 100 FAX (you did say infinity and I am stopping well short of that). Unless you can alpha the supers, they're unkillable until the logistics goes away. Even with titans spamming DDs, unless they alpha like 15+ DDs, the super isn't going anywhere.

If you want something like that for subcaps, make them cap unstable. Say for example, a T2 logi whatever (frig/cruiser) able to perma-run its reppers for 45 seconds before going dry.

It's enough to turn the fight in a pretty big way, without being able to permanently hold a gang up. Realistically, subcap logi only matter in small and medium engagements anyways - once you get into large engagements, it invariably turns into an alpha race.

In the case of a small/medium engagement, it means logistics need not necessarily be the primary because they will dry up eventually and be at best marginally useful.
Cade Windstalker
#10 - 2017-06-27 19:59:48 UTC
Old Pervert wrote:
Well truthfully, if you scale to infinity you have unkillable supers now. Consider a fleet with 10 supers and 100 FAX (you did say infinity and I am stopping well short of that). Unless you can alpha the supers, they're unkillable until the logistics goes away. Even with titans spamming DDs, unless they alpha like 15+ DDs, the super isn't going anywhere.

If you want something like that for subcaps, make them cap unstable. Say for example, a T2 logi whatever (frig/cruiser) able to perma-run its reppers for 45 seconds before going dry.

It's enough to turn the fight in a pretty big way, without being able to permanently hold a gang up. Realistically, subcap logi only matter in small and medium engagements anyways - once you get into large engagements, it invariably turns into an alpha race.

In the case of a small/medium engagement, it means logistics need not necessarily be the primary because they will dry up eventually and be at best marginally useful.


At which point bringing Logi becomes a highly suspect maneuver because more DPS becomes more useful in many cases, or people will find a way around the cap instability. In either case you've done nothing particular good or fun with the meta.

Before Logi become common most fights were straight up slug fests and numbers won out over basically anything short of gross incompetence.

Anyone remember when spider-tanked BSes first became a thing? Never mind HAC fleets. Those were the days when small groups actually beat big ones, and to this day the only reason a large group loses to a small one is pretty much Logi and how they get used.

I'm really not sure why people feel it would be more fun to have support ships *not* be key to how a fight plays out.
Old Pervert
Perkone
Caldari State
#11 - 2017-06-27 20:07:54 UTC
Cade Windstalker wrote:
Old Pervert wrote:
Well truthfully, if you scale to infinity you have unkillable supers now. Consider a fleet with 10 supers and 100 FAX (you did say infinity and I am stopping well short of that). Unless you can alpha the supers, they're unkillable until the logistics goes away. Even with titans spamming DDs, unless they alpha like 15+ DDs, the super isn't going anywhere.

If you want something like that for subcaps, make them cap unstable. Say for example, a T2 logi whatever (frig/cruiser) able to perma-run its reppers for 45 seconds before going dry.

It's enough to turn the fight in a pretty big way, without being able to permanently hold a gang up. Realistically, subcap logi only matter in small and medium engagements anyways - once you get into large engagements, it invariably turns into an alpha race.

In the case of a small/medium engagement, it means logistics need not necessarily be the primary because they will dry up eventually and be at best marginally useful.


At which point bringing Logi becomes a highly suspect maneuver because more DPS becomes more useful in many cases, or people will find a way around the cap instability. In either case you've done nothing particular good or fun with the meta.

Before Logi become common most fights were straight up slug fests and numbers won out over basically anything short of gross incompetence.

Anyone remember when spider-tanked BSes first became a thing? Never mind HAC fleets. Those were the days when small groups actually beat big ones, and to this day the only reason a large group loses to a small one is pretty much Logi and how they get used.

I'm really not sure why people feel it would be more fun to have support ships *not* be key to how a fight plays out.


To be fair I did say "if you want". I was offering up a potential mechanism by which subcap logistics would suffer from the same issues as fax do. A shot from the hip with just a little bit of thought on it.

I agree that a well-rounded fleet should win. In fact, I think that if you were to add either logistics or ewar, then either of those fleets (short of gross incompetence as you've said) should be able to beat a similar or slightly larger force of just dps. Adding both logistics and ewar, they should be able to beat a substantially larger force (or a slightly larger force having only logistics or ewar). In small/medium engagments at least.

My main is very heavily trained into support skills - all the ewar, logistics, etc. It is my preferred playstyle to fly ewar. Sadly, there is very little call for it in most fights.

I guess thinking back to my last post about making logistics cap unstable, ewar would be able to lessen incoming damage (or amplify outgoing damage) to in effect stretch out your logistical capabilities. Hmm.
Cade Windstalker
#12 - 2017-06-27 21:14:21 UTC
Old Pervert wrote:
To be fair I did say "if you want". I was offering up a potential mechanism by which subcap logistics would suffer from the same issues as fax do. A shot from the hip with just a little bit of thought on it.

I agree that a well-rounded fleet should win. In fact, I think that if you were to add either logistics or ewar, then either of those fleets (short of gross incompetence as you've said) should be able to beat a similar or slightly larger force of just dps. Adding both logistics and ewar, they should be able to beat a substantially larger force (or a slightly larger force having only logistics or ewar). In small/medium engagments at least.

My main is very heavily trained into support skills - all the ewar, logistics, etc. It is my preferred playstyle to fly ewar. Sadly, there is very little call for it in most fights.

I guess thinking back to my last post about making logistics cap unstable, ewar would be able to lessen incoming damage (or amplify outgoing damage) to in effect stretch out your logistical capabilities. Hmm.


It's not really the same issue though, because you don't need to shoot someone for them to cap out just from using their modules.

Having a ship cap out like this, especially in a short span of time, essentially makes it useless. In a small gang situation the fight will last far longer than your cap, so the benefit of bringing Logi at all becomes minimal.

In a larger fight the fight lasts a long time because you have more ships involved, and because you're basically just waiting for the Logi to cap themselves out quickly they don't scale well, so once again Logi becomes effectively useless compared to simply adding another brick of EHP and guns.

This could be potentially worked around by effectively completely rebalancing rep amounts and basically everything about remote repair, but at that point you're basically completely ripping up everything about remote repair and starting from scratch, and to do it you're likely going to have to make these modules worthless outside of a dedicated hull.

Personally I don't think any of these is really desirable.

As for EWar, it's very powerful as it is. The reason people don't use it is because it's at least somewhat situational, and it's harder to measure the impact of good EWar as opposed to adding more guns or reps, which are easily quantified numerically.

If you actually dig into the mechanics though EWar can be fantastically useful, especially against Logi. Even disregarding ECM throwing a couple of Rapier TPs and Webs onto a Logi ship turns them into a wet paper towel to Battleship guns. The problem is most people don't think in these terms and the skill required by the individual pilots to pull off a strategy like this is fairly high. So it's generally considered better to go with the more reliable, if potentially less effective, Logi+deathball strat.
Cindy the Sewer
Radiation Sickness
#13 - 2017-07-04 22:54:10 UTC
So CCP spends a lot of programming time separating the concepts of carrier and logistics and you think they are going to mesh them back together again......did i get that right?

Searing destruction of your viewpoint is incoming and no you won't win the discussion or even walk away with anything resembling a win, so bail out early or suffer repeated embarrassments. You have been warned.

Cade Windstalker
#14 - 2017-07-05 13:18:36 UTC
Cindy the Sewer wrote:
So CCP spends a lot of programming time separating the concepts of carrier and logistics and you think they are going to mesh them back together again......did i get that right?


Nope.

What OP wants is a separate hull in the same class as a Super Carrier but with bonuses focused on remote repair and support, similar to a FAX.

It's still a poor idea, it's just not the poor idea you seem to think it is after reading, I'm guessing, the title and two random sentences out of the first post.
Cindy the Sewer
Radiation Sickness
#15 - 2017-07-06 02:03:27 UTC
Cade Windstalker wrote:
Cindy the Sewer wrote:
So CCP spends a lot of programming time separating the concepts of carrier and logistics and you think they are going to mesh them back together again......did i get that right?


Nope.

What OP wants is a separate hull in the same class as a Super Carrier but with bonuses focused on remote repair and support, similar to a FAX.

It's still a poor idea, it's just not the poor idea you seem to think it is after reading, I'm guessing, the title and two random sentences out of the first post.


Yep, re-read it it isnt going to happen because it is just counter to what CCP just did and yep my review was dead on accurate.

Searing destruction of your viewpoint is incoming and no you won't win the discussion or even walk away with anything resembling a win, so bail out early or suffer repeated embarrassments. You have been warned.