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Player Features and Ideas Discussion

 
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Perhaps a way to solve titan proliferation

Author
Vigilant Archer
Doomheim
#1 - 2012-03-26 21:03:59 UTC
Titans were originally intended as fleet support ships, but nowadays it seems like they are more and more becoming the actual fleet.

My idea is to remove the racial weapon damage bonuses for the titans and remove some if not all of the weapons hardpoints.

in return give titans a sizable ship hangars (can't remember the actual name but you should know what I'm talking about) so that fleet members can jump into new ships once theirs is destroyed, but obviously the size would be balanced, I'll leave the exact numbers to more knowledgeable people.
also create several new modules that act like the fleet boosting modules on command ships, except have more variety for example a module that gives a 5% boost to shield or armor resists to the whole fleet.

these modules would defer from titan to titan, the avatar would only be able to use armor related boosters, the leviathon would only be able to use shield related boosters, the ragnarok speed related and the erebus would be range related. of course these are just ideas for the modules each titan can use.

Also only one ragnarok would be able to give boosts to the fleet, one avatar would be able to give it's boosts to the fleet, one erebus would be able to give it's boosts to the fleet, and only one leviathon would be able to give it's boosts to the fleet. That way only four titans would be able to give bonuses to the fleet.

This would help reduce the effectiveness of fielding multiple titans as once one of each of the races has been fielded making four total the benefits of fielding additional titans drops rapidly.

comments? idea? please post yours.
Valea Silpha
Sebiestor Tribe
Minmatar Republic
#2 - 2012-03-26 21:11:30 UTC
Eh, not a great idea tbh.

Also, titans already can fit gang links, just no-one does.
Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2012-03-26 23:21:17 UTC
Titans already have a ship hanger. Five times larger than that of a carrier to be precise. They can also already fit gang links, and already give out their own innate bonuses to fleet members.
Vigilant Archer
Doomheim
#4 - 2012-03-26 23:45:11 UTC
I was thinking of some additional bonuses only titans can field.

As to nhow it's not a good idea please explain, not that I'm saying you're wrong it's just that nothing is accomplished by just saying it's a bad idea.

I want titans to be well what tiatns were supposed to be fleet support ships and not the actual fleet.
tankus2
HeartVenom Inc.
#5 - 2012-03-27 00:13:22 UTC
gang-linking and a larger ship array will not decrease the amount of titans out there. Either a fuel requirement or a hard limit must be made, though both can be worked around (bots or harder work or less towers for fuel and more alliances for the hard limit).

one way could be to decrease its validity as a combat ship, as it currently is the biggest stick in the game. Halving the hard points and maybe making the doomsday device more valid or giving them the best warfare bonus in the game (beyond their innate bonus of increased capacitor or shields) ? For the warfare link bonus, probably up it to a Roqual's 10% bonus or a more mild 7.5% bonus.

That or make them fleet production ships, I don't know how else to make them less prolific other than give them tissuepaper hp and let crows peck out their eyeballs.

Where the science gets done

Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2012-03-27 00:47:29 UTC
Vigilant Archer wrote:
I was thinking of some additional bonuses only titans can field.

As to nhow it's not a good idea please explain, not that I'm saying you're wrong it's just that nothing is accomplished by just saying it's a bad idea.

I want titans to be well what tiatns were supposed to be fleet support ships and not the actual fleet.



Titans ALREADY have unique bonuses.

Avatar: 7.5% bonus to gang members' capacitor recharge rate per level

Levi: 7.5% bonus to gang members’ maximum shield HP per level

Erebus: 7.5% bonus to gang members' maximum armor HP per level

Ragnarok: 7.5% reduction in gang members’ signature radius per level


Honestly, let's see what the current round of nerfs does first.