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Player Features and Ideas Discussion

 
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Riding Shotgun???

Author
Kenrailae
Center for Advanced Studies
Gallente Federation
#41 - 2013-06-24 11:15:22 UTC  |  Edited by: Kenrailae
No tl;dnr option. Sorry.

Nikk Narrel wrote:
Context tweaking here, as I believe you took some of my points outside their intended meaning.


I didn't tweak your context. But it's not relevant or helpful to the conversation, so I'll leave it at that.

Quote:
Carriers make sense being used to bring players to conflicts this way. Not just their unmanned ships.



^This is what I want to respond on.



Looking at what we've been discussing so far, we have two very different, very useful, very independent ideas. So why not both? OFC with provision that carriers can only do one or the other at a time, not both.


I've stuck some names on each idea just so I can organize them a bit better. Names are certainly free to change.

First, the mooring approach:

Quote:
Tactical Deployment:

Requires Tactical Deployment Skill. Each Level of Tactical Deployment allows for 1 additional mooring line, maxing at 5 lines to a carrier.

Fuel and capacitor costs for jump will be paid by carrier, as calculated based on total mass of ships moored.

Moored ships and Carrier suffer a 5 second stabilizing penalty after jump, prohibiting movement, module activation, targeting, and drone deployment. After 5 seconds, all ships function as normal.


Mooring would function as previously described in thread. Ships must send and receive a mooring request to moor to a carrier, cannot move, deploy drones, or target while moored(Not sure if they should be allowed to activate local modules).

Ships may not be moored to a carrier for longer than 2 minutes. Carriers may open mooring to fleet. Carriers may cut mooring lines.




Now, the Pod approach:

Quote:
Deployment Logistics:

Requires Deployment Logistics Skill. Each Level of Deployment Logistics allows 2 additional Pods to dock with a carrier, maxing at 10 pods.

Fuel and capacitor for jump will be paid by carrier based on mass of pods and carrier.

(Here's the big changes:) Carriers MUST be in space to issue boarding clearance, or open carrier to boarding. Carriers CANNOT dock with Pods in Passenger Hold. Carriers CANNOT warp within system with pods in Passenger Hold. Carriers may NOT target, deploy drones, or activate modules with Pods in Passenger Hold.(Effectively, they can only jump to cyno's with pods in Passenger Hold, and must remain in space.)

A carrier may only hold pods for 2 minutes. After 2 continuous minutes of ANY pods being on board, ALL pods are ejected, and the process must start over. Carriers MAY eject pods.

Pods MUST receive boarding Clearance from carriers to dock.(Think current Fleet system, with the possible option of carriers being able to open and close Passenger holds to fleet docking). ALL Pods must be in the Passenger Hold, and may NOT be moved to any other hold.



Naturally, the two proposed skills would be expensive and long trains, much like the capital ship skills themselves. I personally like 6 ships for each carrier in mooring a bit more, but it doesn't line up with the Eve skill system as well. 6 ships per carrier by 2 carriers is a full squad, a squad commander, and a scout, everything you need to roam, where 5 is 10 ships, basically agitating my OCD on what a full roaming squad should be in line with Eve fleet/PVP mechanics, given that scouts are usually neutral alts. The 10 ships for the Pod approach is in line with the max fighters a carrier can Deploy without drone control units, which I think is important in relation to the potential Fighter stuff from Fanfest.

The Passenger hold would effectively be like a fitting window, slots which can be occupied by pods, but the carrier pilot can only interact with them the same way they could with the local chat window, or boot them from their ship. Nothing else. The pushing this to an 'in space only' option prevents ownership issues in stations, and the allowing pods in only a new Passenger Hold which the Carrier has only 2 real options with(open or close it) stops the carrier from moving people around, anything which could cause an ownership clash(though I still think it is something that can be resolved, not just avoided.) The Passenger hold could be scannable, so yes you could in theory get carrier 'fits' that show pods. Not sure if ships in ship maintenance bays show up on scanned ships.


The 2 minute timer prevents afk'ing in a carrier, and the carriers ability to boot people stop it from being trolled by people docking and not leaving. The 5 second penalty on the mooring option makes this option different from Titan Bridging which is effectively instant combats, adding another layer of depth when choosing how to travel, where the necessity to eject pods once landed adds another vulnerable moment for that option as well, even if they are right on station. They will still have a small session change when they undock from the carrier.

Within these options are options for other skills as well, such as one that would reduce fuel expense penalty by 5% per level or increase 'holding' time by 10% per level, or an increase in mooring line range or total transferable mass(if there should be a limit on how much mass a carrier can jump with while moored.)

The two built in limitations to these systems allow the BLops and Titan Bridges to have their own unique advantages while maintaining their own potential niches within the bridge/jump community. Further development of this idea could, as previously stated, lead to alot of very interesting interactions with DUST and Eve, and possibly also a 'bus' system in Eve, with effectively bus stations where one can dock a pod, contract themselves from x->y and an orca or w/e could enter interaction range, pick up contract, and deliver it, while never docking and keeping Pod in it's Passenger Hold. OFC, there are risks to this, and it's hilarious to think about.

Open to thoughts!

The Law is a point of View

The NPE IS a big deal

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#42 - 2013-06-24 11:33:35 UTC  |  Edited by: Sergeant Acht Scultz
If something carriers should get is a much larger ship hangar bay, after all those are carriers. Bonus to all drones and not only fighters.

Make Super Carriers able to dock, I want to fly a Wyvern instead of my Chimaera, I can but don't want to get a character stuck in.

I want a Facction Carrier instead of a super only, eventually make it Serpentis, yeah would like to fly a Serpentis carrier with +2 drones per Gallente Carrier lvl a fixed bonus for all drones +37.5% HP/Speed/DMG able to fit 7 fighter Bombers, decrease drones bay to fit a full flight of fighters+bombers only or bombers/fighters +whatever drones
Minmatar special bonus: 7.5% to agility per level OR +5% capacitor regeneration per level and +0.5 LY jump bonus capable per level

Fuel bay: 50K isotopes (Minmatar Isotopes)
Ship Hangar: 250 000 000M3
Corp Hangar: 50K M3
Cargo: 1000M3

No remote rep/energy bonus, a pure capacitor/targeting beast, 4 high slots, 5 mid slots, 8 low slots. Make it Green !! Dark Green!!

That will be all.

removed inappropriate ASCII art signature - CCP Eterne

Kenrailae
Center for Advanced Studies
Gallente Federation
#43 - 2013-06-24 11:37:51 UTC
Sergeant Acht Scultz wrote:
If something carriers should get is a much larger ship hangar bay, after all those are carriers. Bonus to all drones and not only fighters.

Make Super Carriers able to dock, I want to fly a Wyvern instead of my Chimaera, I can but don't want to get a character stuck in.

I want a Facction Carrier instead of a super only, eventually make it Serpentis, yeah would like to fly a Serpentis carrier with +2 drones per Gallente Carrier lvl a fixed bonus for all drones +37.5% HP/Speed/DMG able to fit 7 fighter Bombers.
Minmatar special bonus: 7.5% to agility per level OR +5% capacitor regeneration per level and +0.5 LY jump bonus capable per level

Fuel bay: 50K isotopes (Minmatar Isotopes)
Ship Hangar: 250 000 000M3
Corp Hangar: 50K M3
Cargo: 1000M3

No remote rep/energy bonus, a pure capacitor/targeting beast, 4 high slots, 5 mid slots, 8 low slots. Make it Green !! Dark Green!!

That will be all.



Not relevant to thread subject matter, though I too would like a dark green, Serpentis carrier. That would be cool. Ship bay on carriers is also not a problem.

The Law is a point of View

The NPE IS a big deal

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#44 - 2013-06-24 11:38:48 UTC
Kenrailae wrote:
Not relevant to thread subject matter, though I too would like a dark green, Serpentis carrier. That would be cool. Ship bay on carriers is also not a problem.


That's why it's interesting Lol

removed inappropriate ASCII art signature - CCP Eterne

Nikk Narrel
Moonlit Bonsai
#45 - 2013-06-24 13:37:45 UTC
Kenrailae wrote:
Nikk Narrel wrote:
Context tweaking here, as I believe you took some of my points outside their intended meaning.


I didn't tweak your context. But it's not relevant or helpful to the conversation, so I'll leave it at that.

You misunderstand.

I did not mean to accuse you of tweaking. That illustrates another example of the difficulties I sometimes have with this.
I meant due to the differences in the way I think, my context as presented was not received by yourself and others in the light I meant it to be.

Kenrailae wrote:
Nikk Narrel wrote:
Carriers make sense being used to bring players to conflicts this way. Not just their unmanned ships.



^This is what I want to respond on.



Open to thoughts!

Honestly, I think carriers should be able to store ships internally, with pilots plugged in.

That said, the devs said the EVE engine cannot deal with this. If this is changed, that is great.

My idea is formed around side stepping this obstacle, in what I hope is a manner most like what would make sense to the continuity of the game.

Before we can build with certainty, we must know the foundation's limits. I am running on the belief that these have not changed yet.
Draconian Arcane
Band of Super Snowflakes
#46 - 2013-06-26 17:18:29 UTC  |  Edited by: Draconian Arcane
Maybe we can get a DEV to answer the question "Is this something that can be supported and implemented with EvE's current engine?"

Or are we wasting brain power and thought on such feudal dreams

I mean I have no doubt that its possible and can be done but obviously there is a line or limit to how much is too much, examples like how many ways you can dock a ship, how many ways you can purchase an item on the market... Redundancies, not to mention physical effort and time required to key in code, graphics design for new models or effects and what not...

Is this gonna be something that is too demanding of the current build/engine, server or dev team? To much time or effort? Is there a game breaking variable that is being overlooked or imbalancing issues?

Hoping to see a green "Approved" check mark or a metaphorical shotgun blast of holes peppered all over this thread "Shot Down!"
Nolan David
Bastage Network
The Ivana Trading Federation Federation
#47 - 2013-06-27 00:20:57 UTC
This would be just massive. +1

+49043902349234024390432942309423023490234924039423092430321493402934210234902349234
Valid Point
School of Applied Knowledge
Caldari State
#48 - 2013-06-27 00:55:58 UTC
Sirinda wrote:
I'M THROWING MONEY AT THE SCREEN, BUT NOTHING IS HAPPENING!


Money is worthless here! I'm throwing my ISK at the screen but nothing is happening!
Kenrailae
Center for Advanced Studies
Gallente Federation
#49 - 2013-06-29 06:59:45 UTC
Who should I give all my isk to to make this happen? :D

The Law is a point of View

The NPE IS a big deal

Kenrailae
Center for Advanced Studies
Gallente Federation
#50 - 2013-07-31 05:17:45 UTC
Shaking a bit of Dust off this. Perhaps even 514 Dusties.


Like it up peeps! CCP will be getting to capital ships soon enough!

The Law is a point of View

The NPE IS a big deal

Simc0m
The Scope
Gallente Federation
#51 - 2013-10-13 22:00:41 UTC
+1
Zachev Trace
Caldari Provisions
Caldari State
#52 - 2013-10-14 00:35:16 UTC  |  Edited by: Zachev Trace
I honestly say +1 to this idea.

I like the idea of smaller fleets being able to be jumped around by a much less expensive manor of capital transport when compared to Titans. Don't get me wrong, I love the ability to drop hundreds of ships instantly onto the field, but smaller gangs can't afford their insane price tag.

Carriers, on the other hand, are fairly affordable to any pilot old enough to fly one. Sure they have a limited bay, but 2 or 3 carriers can instantly pop out quite a few cruisers and frigates, which is why I think this would be a great thing for smaller corporations/alliances.

Yes there is a clone vat bay, but jump cloning to a location requires the pilot to have a clone already installed on the ship, the pilot's jump clone must be off cooldown, the super capital ship must be decloaked and stationary, and then must manually board their ship. Not to mention clone vat bays are only able to be fit on Super capitals and Capital industrials (aka huge price tag).

With the release of the mobile station upcoming in Rubicon, I feel that this would further add to the ability of small gangs to raid areas, which I feel would be an excellent addition to the game.


Cons to this idea: I honestly can't think of many. Small gangs become more mobile, and thus more pvp? Mobility on the battlefield shouldn't be something only us rich null sec alliances can afford to use.
Crania
Aplac Org.
#53 - 2013-10-14 00:55:30 UTC

I had this idea a long time ago myself and i really like the idea.

But its making traveling through lowsec and 0.0 much safer.

Bubblecampers will have much less victims.

still +1 : )

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