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Riding Shotgun???

Author
Draconian Arcane
Band of Super Snowflakes
#21 - 2013-06-19 17:01:20 UTC  |  Edited by: Draconian Arcane
Nikk Narrel wrote:
The mechanics of this are not terribly difficult, just need to be adapted.

EDIT: Add in specified 2,000 meter range for this mooring line, I was thinking it in my head but saw I did not spell it out.

By docking to the carrier, the game will just depict a mooring line running between the ship and the carrier.
(It doesn't need to be displayed as a space object, just listed like an effect above the capacitor the same way being webbed is, etc.)

If you move or direct your ship to leave or log out, the mooring line is released.

If the carrier jumps, your ship and you go with it.



^^This
Rowells
Pator Tech School
Minmatar Republic
#22 - 2013-06-20 04:00:16 UTC
Solutio Letum wrote:
Rowells wrote:
Janna Windforce wrote:
The engine already supports walking through station + as we saw on Fanfest, it handles flying above planet's surface (does DUST514 run on same engine btw?) - it should absolutely, positively and necesarilly handle undocking animation via one of the carrier's gaping hangar bays (those with forcefields).

More pros:
- Saving mass on WH travelling
- They will never know what's gonna undock from the carrier ;)

+1

+1 to this idea

I think the only problem with that is size. The model for a machariel is almost as big as the nidhoggur yet supposedly you can fit two of those things in the carrier. A lot of BS have a similar situation. Though not as big a deal for supers.


Wow? you can fit 2 Macheriels in a carrier? gotta buy my self a second Mach then!!!

But in all seriousness you can at maximum fit 1 BS in a carrier, it has 1 000 000 m3, all BS's are more then 500 000 m3 large. Yes in stats, they dont even really fit a carrier is mostly around 1 300 000 m3 big.

But who said it mattered? seriously you think 30Km3 of ore should fit in the 10m can or what ever? no in even cargo's can sometimes carry more then they seem to be able to carry, its true for small cares to! but in eve if you have a 10m3 cargo you can carry 30% more sometimes with the right technology!

Its the future right?


I was just referring to the undocking animation. And you're right, only one Mach in a carrier but other battleships can fit 2. And it's not the insane cargo mechanics in eve, but the actual animation problem of making something big come out of something small.
Rowells
Pator Tech School
Minmatar Republic
#23 - 2013-06-20 04:02:39 UTC
Solutio Letum wrote:
Rowells wrote:
Janna Windforce wrote:
The engine already supports walking through station + as we saw on Fanfest, it handles flying above planet's surface (does DUST514 run on same engine btw?) - it should absolutely, positively and necesarilly handle undocking animation via one of the carrier's gaping hangar bays (those with forcefields).

More pros:
- Saving mass on WH travelling
- They will never know what's gonna undock from the carrier ;)

+1

+1 to this idea

I think the only problem with that is size. The model for a machariel is almost as big as the nidhoggur yet supposedly you can fit two of those things in the carrier. A lot of BS have a similar situation. Though not as big a deal for supers.


Wow? you can fit 2 Macheriels in a carrier? gotta buy my self a second Mach then!!!

But in all seriousness you can at maximum fit 1 BS in a carrier, it has 1 000 000 m3, all BS's are more then 500 000 m3 large. Yes in stats, they dont even really fit a carrier is mostly around 1 300 000 m3 big.

But who said it mattered? seriously you think 30Km3 of ore should fit in the 10m can or what ever? no in even cargo's can sometimes carry more then they seem to be able to carry, its true for small cares to! but in eve if you have a 10m3 cargo you can carry 30% more sometimes with the right technology!

Its the future right?


I was just referring to the undocking animation. And you're right, only one Mach in a carrier but other battleships can fit 2. And it's not the insane cargo mechanics in eve, but the actual animation problem of making something big come out of something small.
Draconian Arcane
Band of Super Snowflakes
#24 - 2013-06-20 15:04:24 UTC
Guess I should re-title the topic to "Poor Man's Titan Bridge"

The Mooring idea is excellent

Make a navigation skill called Mooring Operations or Tandem Jumping Operations
- Carriers +1 to Mooring/Tandem Tethering per skill level - Allowing a single carrier to jump 5 pilots with it
- Super Carriers +2 to Mooring/Tandem Tethering per skill level - Allowing the super to jump 10 pilots with it

Give carriers and super carriers the ability to "Enable Mooring" or "Enable Tandem Tethering" or something to this effect.

All ships being tethered or moored need to be within 2500m of carrier or super carrier. All ships need to be at 0ms, any movement from a single ship will disconnect tethering line from that single ship, if carrier moves or warps then all ships disconnect from tether

Only sup caps can tether/moore with carrier/super carrier.

Obviously with rules such as these there will be ppl bumping carriers or ships to prevent a jump but the idea is to get from point A to point X, jumping into the "poop" and fighting it out. So starting out in a relatively safe system just long enough to get everyone tethered to jump is ideal.

Vic Teishikuro
Tactical Chaos Corp
#25 - 2013-06-20 21:21:45 UTC
1+

this is a great idea..
max ericshaun
Trust Doesn't Rust
Goonswarm Federation
#26 - 2013-06-20 23:31:54 UTC
I'm really surprised that this thread has not picked up more support. The possibilities for small gang warfare are so great with this... I've +1 it before, and I'll +1 it again. Big smile

Lost in space

Meyr
Di-Tron Heavy Industries
OnlyFleets.
#27 - 2013-06-21 06:20:01 UTC
+1

I've always thought a carrier should have the ability to move ships and pilots, creating the ability for a strong raiding force backed by capital-class firepower, but also risking a capital-class loss, as well as the loss of their ride home.
Kenrailae
Center for Advanced Studies
Gallente Federation
#28 - 2013-06-21 06:27:41 UTC  |  Edited by: Kenrailae
Draconian Arcane wrote:
Guess I should re-title the topic to "Poor Man's Titan Bridge"

The Mooring idea is excellent

Make a navigation skill called Mooring Operations or Tandem Jumping Operations
- Carriers +1 to Mooring/Tandem Tethering per skill level - Allowing a single carrier to jump 5 pilots with it
- Super Carriers +2 to Mooring/Tandem Tethering per skill level - Allowing the super to jump 10 pilots with it

Give carriers and super carriers the ability to "Enable Mooring" or "Enable Tandem Tethering" or something to this effect.

All ships being tethered or moored need to be within 2500m of carrier or super carrier. All ships need to be at 0ms, any movement from a single ship will disconnect tethering line from that single ship, if carrier moves or warps then all ships disconnect from tether

Only sup caps can tether/moore with carrier/super carrier.

Obviously with rules such as these there will be ppl bumping carriers or ships to prevent a jump but the idea is to get from point A to point X, jumping into the "poop" and fighting it out. So starting out in a relatively safe system just long enough to get everyone tethered to jump is ideal.





Don't think Mooring would be the way to go, nor docking BS in carriers.

Eject->Store ship in Carrier-> Dock POD in carrier-> For now generic carrier/station environment(return to WIS could add walking in Carriers[So many evil ideas])-> Carrier has to start Jump sequence, receive jump confirmation from all pilots on board, or else boot them-> Once Jump is initiated, no one docks/undocks-> Jump-> Carrier must unlock ship bay after Jump/clear pilots for undock(accommodates session change)-> Pods undock, Carrier ejects ships(Or docks up, automatically spits out pods in station.

Little more complex, but doesn't just create moar, cheaper Titans. Creates a quicker transport system, but one that has some definite draw backs to the Titan system, preventing it from being too OP in combat but very valuable in alliance logistics for getting pilots from system to system without needing to Bridge, BLops, or have everyone in Caps.

Far more interesting, IMO.


EDIT: Interesting Afterthought to this: If Fighters are going to, in the relative near future, become playable(as was done for fanfest), then this concept could be an excellent way to get people ON carriers to fly fighters. Further development of this idea could lead to mannable point defense turrets in all caps. Would make a gorgeous way to get Dusties into space and being transported around by Eve players as well, merging the two games a whole lot better than just us bombing them and them hurling stuff at us. Not to forget the even further developed stage of this idea as Dusties being deployed as boarders to take over and neutralize carriers/dreads/stations/TITANs. Oooh man, that line of thought is amazing.

The Law is a point of View

The NPE IS a big deal

Draconian Arcane
Band of Super Snowflakes
#29 - 2013-06-22 05:13:12 UTC
Kenrailae wrote:



Don't think Mooring would be the way to go, nor docking BS in carriers.

Eject->Store ship in Carrier-> Dock POD in carrier-> For now generic carrier/station environment(return to WIS could add walking in Carriers[So many evil ideas])-> Carrier has to start Jump sequence, receive jump confirmation from all pilots on board, or else boot them-> Once Jump is initiated, no one docks/undocks-> Jump-> Carrier must unlock ship bay after Jump/clear pilots for undock(accommodates session change)-> Pods undock, Carrier ejects ships(Or docks up, automatically spits out pods in station.

Little more complex, but doesn't just create moar, cheaper Titans. Creates a quicker transport system, but one that has some definite draw backs to the Titan system, preventing it from being too OP in combat but very valuable in alliance logistics for getting pilots from system to system without needing to Bridge, BLops, or have everyone in Caps.

Far more interesting, IMO.


EDIT: Interesting Afterthought to this: If Fighters are going to, in the relative near future, become playable(as was done for fanfest), then this concept could be an excellent way to get people ON carriers to fly fighters. Further development of this idea could lead to mannable point defense turrets in all caps. Would make a gorgeous way to get Dusties into space and being transported around by Eve players as well, merging the two games a whole lot better than just us bombing them and them hurling stuff at us. Not to forget the even further developed stage of this idea as Dusties being deployed as boarders to take over and neutralize carriers/dreads/stations/TITANs. Oooh man, that line of thought is amazing.



Problem with the whole docking bit is the "Ownership" of docked vessels. For example, what happens when pods are docked and the carrier docks in station? can the carrier pilot move the pods to his ship hangar? Can the pods undock from a carrier while the carrier is docked in station. Then there is the issue with afk docked pilots or if and when someone should log while docked.... etc etc... There is alot of variables that have to be reworked, The mooring options just allows a short cut, add new code, fish and edit a lil bit of old code and bam... Dunzo!

Granted its not that simple but I would imagine its easier then going over old code and figuring out what needs to be edited, cut or added in place of another line of code but with all that aside, I would like to see walking in ships, docking in carriers and all that jazz, but it just seems like a lot of work and would need a lot of attention and would most likely be an expansion in itself. If its easier to do the mooring bit, then lets get it done just so theres something to work with to allow more time for whats mentioned above.
Alvatore DiMarco
Capricious Endeavours Ltd
#30 - 2013-06-22 05:34:57 UTC  |  Edited by: Alvatore DiMarco
Prohibit logging out while docked in someone else's carrier, or make the act of logging out automatically undock you. Rather than leaving your ship to dock, just dock in your ship. If the carrier pilot logs out, we do have timers now that prevent your ship from disappearing. Carrier pilots naturally have the ability to forcibly eject any/all docked pilots. Set it up so that while anyone else is docked in your carrier, your ship will not disappear on log-off. If the carrier pilot docks at a station, all the pilots who he's transporting are transferred to the station dock rather than remaining in the carrier. Just for fun we'll allow a pilot to be transferred to the station dock even if that station wouldn't allow them to dock normally.

They did not 'change the engine for WIS", they created a new engine for it. That long "Loading" screen is the CARBON engine starting up and loading the required texture files.
Kenrailae
Center for Advanced Studies
Gallente Federation
#31 - 2013-06-22 05:52:42 UTC
Draconian Arcane wrote:
Problem with the whole docking bit is the "Ownership" of docked vessels. For example, what happens when pods are docked and the carrier docks in station? can the carrier pilot move the pods to his ship hangar? Can the pods undock from a carrier while the carrier is docked in station. Then there is the issue with afk docked pilots or if and when someone should log while docked.... etc etc... There is alot of variables that have to be reworked, The mooring options just allows a short cut, add new code, fish and edit a lil bit of old code and bam... Dunzo!

Granted its not that simple but I would imagine its easier then going over old code and figuring out what needs to be edited, cut or added in place of another line of code but with all that aside, I would like to see walking in ships, docking in carriers and all that jazz, but it just seems like a lot of work and would need a lot of attention and would most likely be an expansion in itself. If its easier to do the mooring bit, then lets get it done just so theres something to work with to allow more time for whats mentioned above.



There would be ownership concerns with anything a developer does that involve more than one person, though I do see the specific angle you're coming from. Eve already has many situations where ownership of items is transferred to and from players. True, Pods are a bit different. In their case, any time a carrier logs, simply force ALL docked pods out. If it docks and logs, force them out in station(Yes, code would have to be revised to push them to their own hangar). If it's in space, then force them out wherever the server last had the carrier placed(No this isn't a clean option for disconnects, but disconnecting isn't a clean feature). Carriers going multiple jumps often dock quickly to get capacitor back up, but it's not the end of the trip, so we wouldn't want an auto forced undock from carrier every time a carrier docks. The Carrier pilot should also have the ability to eject pods, just like ships.

In Eve, half the experience is building up relationships, for lack of a better word, so you can get farther in the game. This route to carrier transporting goes the same way. Alot of people already contract lots of ships to alliance carriers to move when alliances move, and those carriers can, at any point, steal themselves billions of isk. But, they'd be out on their own. Players have to make a decision as to whether to give them that opportunity though. Same thing would go with these pods/docking in carriers. Pilots would have to actively decide to take the risk, for a gain. The carrier pilot could either be a dependable pilot, or jump pods into the middle of enemy bubbles, eject them, and have their friends kill them. That's Eve though.

Mooring, while it is quick, I don't think another rushed, band aid is right for capital ships. They've already been pretty hampered already with rushed concepts and band aid fixes. Anything that helps bring them into the depth of design, balance, and purpose as the rest of Eve I think is good.

The Law is a point of View

The NPE IS a big deal

Nikk Narrel
Moonlit Bonsai
#32 - 2013-06-22 13:01:19 UTC
Kenrailae wrote:
Mooring, while it is quick, I don't think another rushed, band aid is right for capital ships. They've already been pretty hampered already with rushed concepts and band aid fixes. Anything that helps bring them into the depth of design, balance, and purpose as the rest of Eve I think is good.

For one thing, mooring bypasses the number one issue with docking as stated by the devs.
That being, you cannot store one active vessel inside of another active vessel.
You did not bypass this, since the pod is considered a vessel when in space.

Mooring is neither crude nor a band aid fix.
It uses techniques ably demonstrated in real life, which are in common use for ships not capable of directly storing each other like nesting dolls.

It respects that the connected vessels are still independent entities, each possible to be targeted separately and fired upon.
If either moves, the technique is ended, meaning it takes passive behavior from all involved.

Got an awoxxer? Right before a jump, they can bump other ships before they leave and disconnect them. If the carrier fails to notice, they will be left behind, possibly vulnerable to attack.
Kenrailae
Center for Advanced Studies
Gallente Federation
#33 - 2013-06-22 22:29:00 UTC
Nikk Narrel wrote:
For one thing, mooring bypasses the number one issue with docking as stated by the devs.
That being, you cannot store one active vessel inside of another active vessel.
You did not bypass this, since the pod is considered a vessel when in space.

Mooring is neither crude nor a band aid fix.
It uses techniques ably demonstrated in real life, which are in common use for ships not capable of directly storing each other like nesting dolls.

It respects that the connected vessels are still independent entities, each possible to be targeted separately and fired upon.
If either moves, the technique is ended, meaning it takes passive behavior from all involved.

Got an awoxxer? Right before a jump, they can bump other ships before they leave and disconnect them. If the carrier fails to notice, they will be left behind, possibly vulnerable to attack.



In the past, yes this active vessel problem has been just that, a problem. Fortunately, we are playing Eve at a very exciting time. Much of the fabric of the game has been redesigned this last year and a half, and just as much is still awaiting revisit/redesign. Why can't we fix capital ships now as well? I don't know where I read it but I do seem to remember dev's commenting that the carrier concept was rushed, that there wasn't a good reason for one carrier to be both logistics and drones, but after an hour of forum searching, I can't find it so I can't say for certain.


But why can't it be redesigned now? I'm not at all suggesting that it would be quick or easy. But it would make much more sense. A carrier is large enough to hold ships. Why could it not hold an extra passenger on top of its crew?

The intention behind the line of thought I've put forward was never to bypass a problem. It was to resolve it and build in a new element that can have some very far reaching developments and effects. Mooring, while it doesn't require a 'fix' to the ownership problem, is also a quick fix/band-aid to the problem. Where I am not sure real life applies is in the ability of a mooring line to pull another ship into a jump and keep it while jumping, then drop it out of jump with it. In real life, Mooring lines are put under immense amounts of strain just towing ships slowly through water, much less instantaneous mass acceleration and deceleration.

Unless there is something in the lore I am not familiar with(quite possible) I don't see any reason two capsuleers should never be on the same ship, assuming the ownership issue could be resolved. And even within that, there is all kinds of room for future interactions between Eve and DUST.

Personally, I'd be happy for either option, with the sole provision that moored ships must either suffer a lock penalty similar to a decloak, or must be pods, ships themselves stored in SMB for the jump. As it is, Hot dropping is already way too prevalent, though fun at times. I don't think adding a quicker, cheaper way to do it would be good for Eve. If anything roaming needs some major helps. But that being said, I'm much more of a fan of the Walking in ships route than tying ships to carriers. The ownership issue can be resolved. It'd be a challenge, and maybe not viable to be looked at til post tiericide, but should definitely be looked at, IMO.

The Law is a point of View

The NPE IS a big deal

Nikk Narrel
Moonlit Bonsai
#34 - 2013-06-22 22:54:45 UTC
Kenrailae wrote:
As it is, Hot dropping is already way too prevalent, though fun at times. I don't think adding a quicker, cheaper way to do it would be good for Eve. If anything roaming needs some major helps. But that being said, I'm much more of a fan of the Walking in ships route than tying ships to carriers. The ownership issue can be resolved. It'd be a challenge, and maybe not viable to be looked at til post tiericide, but should definitely be looked at, IMO.

This is neither quicker or cheaper.

For the typical hot drop, it is front line sub caps being dropped on the target, by a titan that never sees risk by operating thus.
For the covert version, nothing is cheap about the ships sent, and more are needed to compensate for their lack of relative combat ability.

For this, the carrier needs to come in with the group, and is stuck till it regenerates back up to 80% cap.
That means it becomes a target, likely still present till after the target is able to reship and have friends come and join them.
This makes it cost prohibitive to use for hot dropping, since risking billion ISK ships at the same time you give someone motive and certainty where you can be found, is a bad idea.

IE: Fred uses his carrier to bring over 3 battlecruisers and 2 battleships. Fred is at 20% cap after the jump, and is stuck in system till he reaches 80%.
If the target knows it is doomed, it can easily attack the carrier before being overwhelmed. That means 15 minutes of remaining in that specific system begins, if he tries to log.
The other ships cannot leave either, unless they abandon the carrier and slowboat back to wherever.

That is a large ISK investment for what might be a one way trip, if things go wrong. That can be quite a deterrent to those dropping.
For the amount being risked, this is certainly not cheaper, and with a limit to the amount of ships, easier is certainly an uncertain hope as well.
As to being quicker, cyno jumps take the same amount of time either way.
Kenrailae
Center for Advanced Studies
Gallente Federation
#35 - 2013-06-22 23:11:40 UTC
After reading your last post, I gotta wonder how much you've actually dropped.

You say it's not quicker or cheaper, but a Carrier is far quicker to train into and far cheaper than a Titan, and comparative to a proper fit BLops in cost. Recons have huge force multiplication, if limited dps, so only take a few to really turn the tables of a fight, provided pilots are anything resembling competent.


A carrier can just dock and solve the cap problem or pop a couple cap boosters and have it solved in about a minute. If one of its BC's webs it it warps in about the same time it'd take to pop a couple cap boosters, if not less. A carrier landing on a fight is, in most cases, an instant GTFO, because dropping a carrier shows a pretty significant investment into a fight. Most BLops fleets have a carrier or two on standby, in case things go south. Not all, but alot.


There is almost NO reason for a carrier to remain on field for an entire reship and return to field, unless there is a fight to support it, at which point there will be a force to win it, not just a single carrier.

The Concept of 'risking carriers' sounds good on paper, and yeah, there will be people that do it, just like people use them to aggress on station. But the vast majority of people who would use this function for this reason have the force to back it up, and are willing to throw it down, and their targets aren't.

The instant 'go, go go!' fight carrier idea is only going to hurt those groups.


Just my two cents on the subject.


Either way, seeing Carriers being able to be used more and able to provide an alternative transport method would be great.

The Law is a point of View

The NPE IS a big deal

Jerick Ludhowe
Internet Tuff Guys
#36 - 2013-06-23 02:44:57 UTC
Hopelesshobo wrote:
What would be the point of titans then?


/facepalm

Dude, if you can't see the difference between this proposed idea and a titan bridge then I'd suggest biomassing asap and finding a new game.
Broxus Maximas
Perkone
Caldari State
#37 - 2013-06-23 04:45:01 UTC  |  Edited by: Broxus Maximas
coolest idea yet!! This would just make the game far to cool.
Draconian Arcane
Band of Super Snowflakes
#38 - 2013-06-23 05:44:17 UTC
Off forum so far the argument has been

"If this happens, I would have trained Black Ops to 5 for nothing"

"Why have titans then"

"With carriers capable of taking a 2-5 man support fleet with them, both carriers can go into triage and then they will own everyone!!"

"Whats the point of having black op ships then"

"Might as well do away with titan bridging"


Can anyone else think of reasons why this would be a bad idea?
Nikk Narrel
Moonlit Bonsai
#39 - 2013-06-23 14:06:26 UTC
Context tweaking here, as I believe you took some of my points outside their intended meaning.
Kenrailae wrote:
You say it's not quicker or cheaper, but a Carrier is far quicker to train into and far cheaper than a Titan, and comparative to a proper fit BLops in cost. Recons have huge force multiplication, if limited dps, so only take a few to really turn the tables of a fight, provided pilots are anything resembling competent.

Actually, my point had more to do with risk to the jumping group.

For comparable threat to a titan bridge, the BLOPS group needs to send more ships, and individual ships per dps basis are more expensive.
Try to keep in mind, the BLOPS can't send in anything not using a covert cloak, while the titan can send anything, including these force multiplying recons just like the BLOPS does.

Neither requires the expensive bridging ship to follow.
Kenrailae wrote:
A carrier can just dock and solve the cap problem or pop a couple cap boosters and have it solved in about a minute. If one of its BC's webs it it warps in about the same time it'd take to pop a couple cap boosters, if not less. A carrier landing on a fight is, in most cases, an instant GTFO, because dropping a carrier shows a pretty significant investment into a fight. Most BLops fleets have a carrier or two on standby, in case things go south. Not all, but alot.


There is almost NO reason for a carrier to remain on field for an entire reship and return to field, unless there is a fight to support it, at which point there will be a force to win it, not just a single carrier.

The Concept of 'risking carriers' sounds good on paper, and yeah, there will be people that do it, just like people use them to aggress on station. But the vast majority of people who would use this function for this reason have the force to back it up, and are willing to throw it down, and their targets aren't.

The instant 'go, go go!' fight carrier idea is only going to hurt those groups.


Just my two cents on the subject.


Either way, seeing Carriers being able to be used more and able to provide an alternative transport method would be great.

Force being used with backup support is not being faulted, and you make a good point regarding it.

This is not significant to my point, which reflected risk investment needed.
It doesn't matter how much you gamble, if you know you are going to win. Advanced preparation and overwhelming support reduce any level of risk to manageable amounts.

It does make carrier jumping, as it is now, something to be done by those properly prepared, and far less casual than bridging to balance the risk involved.

Carriers make sense being used to bring players to conflicts this way. Not just their unmanned ships.
max ericshaun
Trust Doesn't Rust
Goonswarm Federation
#40 - 2013-06-23 14:57:33 UTC
Draconian Arcane wrote:
Off forum so far the argument has been

"If this happens, I would have trained Black Ops to 5 for nothing"

"Why have titans then"

"With carriers capable of taking a 2-5 man support fleet with them, both carriers can go into triage and then they will own everyone!!"

"Whats the point of having black op ships then"

"Might as well do away with titan bridging"


Can anyone else think of reasons why this would be a bad idea?

None of these strike me as real reasons. As far as I'm concerned, the proposed carrier role, Black Ops, and titan bridging are all very different circumstances that might overlap each other.

Titan bridging is USUALLY the stuff of major "blob" alliances. It's used for jumping in to a fight.

Lets face it. BLOPS is used primarily for ganking. It's fun to do, but you are jumping ships that don't typically stand up to a real fleet (unless your blops fleet is ridiculously big).

This proposed carrier idea, to me, seems like a way for prolonged trips well behind enemy lines. I could see people using it to drop literally on a target, but I don't think that's the spirit of the idea.

I envision it as a new way to deploy a small group. Cyno in to a quiet system and from there, your fleet can move out from the system you just staged in. An example would be a group of pirates that want to go play in another low sec region for a while that isn't really connected to their AO. The possibilities for the smaller groups of eve is absolutely amazing. Personally, I don't even care if the bigger blocs abuse it. It's not like they don't abuse everything else they possibly can. That freedom they are granted is part of what makes eve, eve. You just have to deal with it or find another game.

The arguments of how it should be implemented really need to be set aside until we can get CCP to agree that, yes, this is a great idea that we are going to try to make happen.Big smile

Lost in space

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