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Player Features and Ideas Discussion

 
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Carriers in HiSec

Author
J A Aloysiusz
Risk Breakers
SONS of BANE
#41 - 2014-10-04 22:01:20 UTC
Hek no. Just make a BS version of triage (like bastion).
Iain Cariaba
#42 - 2014-10-04 22:12:31 UTC
J A Aloysiusz wrote:
Hek no. Just make a BS version of triage (like bastion).

Watch this before ever posting again, please.
Donnachadh
United Allegiance of Undesirables
#43 - 2014-10-05 02:08:11 UTC
No to carriers and any other combat capable cap ship in high sec.
Christopher Mabata
Northern Accounts and Systems
#44 - 2014-10-05 02:13:20 UTC
Donnachadh wrote:
No to carriers and any other combat capable cap ship in high sec.


You should read my post about how so long as they were there they cant use any form of capital sized modules or use their bonuses. Basically makes them expensive paperweights that should hurry up and get off the tarmac

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Euripedies
Hot Droppin Cherry Poppers
#45 - 2014-10-05 02:50:37 UTC  |  Edited by: Euripedies
If some capital class ships get up to some hi-sec faggotry, I.e something requiring concord intervention, then let Concord bring their own capitals to the fight. Let CCP make dreadnaughts appear when carriers are stomping noobs.
Christopher Mabata
Northern Accounts and Systems
#46 - 2014-10-05 02:56:33 UTC
Euripedies wrote:
If some capital class ships get up to some hi-sec faggotry, I.e something requiring concord intervention, then let Concord bring their own capitals to the fight. Let CCP make dreadnaughts appear when carriers are stomping noobs.


Thats not what CONCORD Does, And they dont need dreads when their battleships are fitted with doomsdays
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Tikitina
Doomheim
#47 - 2014-10-05 03:39:28 UTC
I would be ok with Capital Ships in Hi-Sec if:
-They can't deploy any drones or fighters
-Can't activate any remote rep mods on anyone with active pve / pvp timers
-Can't aggress for pve / pvp "as in can't use weapon systems"

-But can activate local defense mods and reps. I don't really care about the ability to gank them regardless of what they might be carrying. (Blockade Runners can already do that for about the same amount of cargo space)

As long as they can't assist or engage in combat, it doesn't make much difference.
Suitonia
Order of the Red Kestrel
#48 - 2014-10-05 07:45:35 UTC
I think Capitals in highsec would be a really bad idea.

Firstly, allowing people to stage capitals in high-sec, even just to jump into lowsec/0.0 with them, would be a detriment in my opinion. It makes capitals much harder to scout for, since you can just sit them in a Deep safe in some random populated highsec system which borders lowsec, where they would be invulnerable until dropped. Currently you need to base out of a non-kickout station, or have a tower present in system, which allows scouting to take place, gives meaningful objectives to shoot for rivals in the case of basing out of a tower and gives more opportunities for counter-drops to be setup, it also gives more meaning to the geography of lowsec. One of the things that I really like about this current proposal is that it makes scouting and interdiction much more valuable tools to prevent capitals from being used on you, this would go against that.

I think everyone can agree that the thought of Capitals/Supers on a low->highsec gate being able to de-aggro and jump into highsec would be horrible.

Even if they were banned from using any capital modules, It would be very hard to balance capitals in highsec, how do you stop someone from using a carrier as a super-orca moving ships around with 3 million EHP?

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Viziam
Amarr Empire
#49 - 2014-10-05 08:26:41 UTC
Arya Regnar wrote:
Only on the condition that anyone can attack them at the cost of suspect flag on themselves and that they can get no remote assistance.

Otherwise we have a hauling ship that can't be killed by anything.

Before you say use dreads to gank them, it would require 5 dreads for a normal t2 tanked archon and it would cost about 15 bil.

Capital ships as they absolutely can't be allowed into highsec without penalties or it breaks every form of pvp and risk vs reward.

RL&DR: NO, CCP can't pull this off the right way.


Really? Last week I killed two archons with a single moros and sub cap support. They were both faction fitted. Your argument is invalid Big smile.
ApolloF117 HUN
The All-Seeing Eye
GaNg BaNg TeAm
#50 - 2014-10-05 08:28:05 UTC
Suitonia wrote:
I think Capitals in highsec would be a really bad idea.

Firstly, allowing people to stage capitals in high-sec, even just to jump into lowsec/0.0 with them, would be a detriment in my opinion. It makes capitals much harder to scout for, since you can just sit them in a Deep safe in some random populated highsec system which borders lowsec, where they would be invulnerable until dropped. Currently you need to base out of a non-kickout station, or have a tower present in system, which allows scouting to take place, gives meaningful objectives to shoot for rivals in the case of basing out of a tower and gives more opportunities for counter-drops to be setup, it also gives more meaning to the geography of lowsec. One of the things that I really like about this current proposal is that it makes scouting and interdiction much more valuable tools to prevent capitals from being used on you, this would go against that.

I think everyone can agree that the thought of Capitals/Supers on a low->highsec gate being able to de-aggro and jump into highsec would be horrible.

Even if they were banned from using any capital modules, It would be very hard to balance capitals in highsec, how do you stop someone from using a carrier as a super-orca moving ships around with 3 million EHP?

well if you read the dev blog or other forum section then you will going to see that the 0.0 logistic stuff going to be f**ed up(for lazy dummys ofc:3),and have fun finding a friendly 0.0 system with 5ly jump range from higsec. and the orca thing, what do you think the JFs how much ship can carry in higsec?:3 and they are 6-7b not 1b like the carriers, and they still can jump out to the closest lowsec sooo? "super-orca" ehh" i think thats the rorqual :3
Scout Vyvorant
Doomheim
#51 - 2014-10-05 10:41:28 UTC
I read a bit more replies to this thread, and I came to the conclusion many people here are speaking without knowing what a carrier can do and cannot do. Let only speak about carriers and not super carriers.

We take the example of a Thanatos, the gallentian carrier, a respected ship in term of overall utility.

His cargo bay is 875m3, other ships like the Marauder Class Kronos have 1250m3, or even a Deep Space Transport like the Occator can have 3900m3. Unless you are moving something incredibly costly and at the same time very small, the thanatos is a poor choice, in terms of isk/trip.

Assuming also you are not afk on autopilot, but warping to 0 every gate, and that ofc you are not at war, both the marauder or the deep space transport can use a micro jump drive instantly after decloaking to get away from any gatecamp waiting on the other side. I wont even go on the align timers, as a capital ship lose by default.

The Fleet Hangar of a thanatos is 10k m3, this space can carry anything and cannot be expanded in anyway. Orca has 40k m3 and deep space transports have a base of 50k. I'm mixed about this comparison, but still I would pick either a deep space transport or an orca over a thanatos.

A thanatos thanks the ship hangar can refit in space, the only two other ship that access the empire space and allow refitting are the Orca and the Nestor. Veritably refitting in high sec space is something only someone running incursions would use, I'm not into incursion so I might have said something wrong, however reading the resources of various incursion fleet they simply state to bring with you a mobile depot to refit when needed.
The Ship Maintence bay is 1.000k, while the Orca one is 400k, this bay can host only assembled fitted ships and their ammunitions, nothing else. In this case I would say the Thanatos is a winner, but it's quite unsurprising, since its role is "Carrier".

Dps wise I don't have a simulation, but reading various example fits I see often 3500-3700 dps, which is more than twice of a Vindicator or Machariel. Should you ban in empire the fighters, the ship dps would fall at around 1k, probably a bit more, and you should consider that its bonus cover only fighters, not other kind of drones.

About EHP a Thanatos can reach around 950k-1mil, while a Tanked Orca can reach at best 400k-450k hp with the new hull rigs.

The only part that would make a carrier quite unbalanced in high sec is the possibility to Capital Remote Repair and Transfer Cap, that even without triage module remains quite significative.

On a dps / ehp point of view, people should consider that in case of high sec war any faction could field a carrier (or a dread by the matter), which is a ship that need to pass via stargate (see gatecamps) and require a certain subcap support.

While changes are scary to some people, this is just another chance of emergent gameplay.
ApolloF117 HUN
The All-Seeing Eye
GaNg BaNg TeAm
#52 - 2014-10-05 12:56:18 UTC
Scout Vyvorant wrote:


The only part that would make a carrier quite unbalanced in high sec is the possibility to Capital Remote Repair and Transfer Cap, that even without triage module remains quite significative.

On a dps / ehp point of view, people should consider that in case of high sec war any faction could field a carrier (or a dread by the matter), which is a ship that need to pass via stargate (see gatecamps) and require a certain subcap support.

While changes are scary to some people, this is just another chance of emergent gameplay.


make a module what disable the logistic/combat stuffs on the carrier/dread and if this module fitted then you can go to higsec and you can only dock out from higsec station when this module is fitted on the ship. how about this?
Rivr Luzade
Coreli Corporation
Pandemic Legion
#53 - 2014-10-05 13:16:58 UTC
ApolloF117 HUN wrote:
Scout Vyvorant wrote:


The only part that would make a carrier quite unbalanced in high sec is the possibility to Capital Remote Repair and Transfer Cap, that even without triage module remains quite significative.

On a dps / ehp point of view, people should consider that in case of high sec war any faction could field a carrier (or a dread by the matter), which is a ship that need to pass via stargate (see gatecamps) and require a certain subcap support.

While changes are scary to some people, this is just another chance of emergent gameplay.


make a module what disable the logistic/combat stuffs on the carrier/dread and if this module fitted then you can go to higsec and you can only dock out from higsec station when this module is fitted on the ship. how about this?


Why all this special stuff? Simply don't allow them in High sec. Easy, transparent and logical.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Donnachadh
United Allegiance of Undesirables
#54 - 2014-10-05 15:14:27 UTC
Rivr Luzade wrote:

Why all this special stuff? Simply don't allow them in High sec. Easy, transparent and logical.


Thank you another voice of reason.

Their is a valid reason why combat capable cap ships have been banned from high sec and there is nothing going on or proposed that changes that.
Lugh Crow-Slave
#55 - 2014-10-05 15:51:42 UTC
Donnachadh wrote:
Rivr Luzade wrote:

Why all this special stuff? Simply don't allow them in High sec. Easy, transparent and logical.


Thank you another voice of reason.

Their is a valid reason why combat capable cap ships have been banned from high sec and there is nothing going on or proposed that changes that.



I'm neither for or against caps in HS as it wont affect me much but this isn't about using caps in HS the reason for this change would be so that you could move capitals through HS to get them to the other side of new Eden since jump drives won't do that.



so there is a now a valid reason for caps in HS however what if any limitations need to be put on them is another matter or perhaps just go the safe rout and have a few caps around HS that you can use
Rivr Luzade
Coreli Corporation
Pandemic Legion
#56 - 2014-10-05 15:57:55 UTC
There is no valid reason. If you need to move caps, you move them though low sec and expose yourself to threats in the process. If there is a need to implement numerous restrictions in order to allow their sole travel through that area of space, it defeats their purpose and the purpose of allowing their travel through High sec.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Bullet Therapist
Caldari Provisions
Caldari State
#57 - 2014-10-05 17:05:50 UTC
This thread is a tempest in a teacup. Allowing carriers in high-sec would change next to nothing, except that a few entities would have nice shortcuts.

Carriers are not going to obsolete other hauling ships.

Carriers are not going to make station games and high-sec less rigged for you to loose.

Carriers will not be used for running most missions.

Carriers will still be blown up for the exact same reasons they're blown up in low and null.

Dreadnoughts, on the other hand- coupled with the current war mechanics... yes, now they would change things.
Euripedies
Hot Droppin Cherry Poppers
#58 - 2014-10-05 20:28:19 UTC
Yes capitals in hi sec is not game breaking, I'm not getting why there are so many nay sayers on this. Capital fights exist everywhere except hi sec. There are rules and enforcement in hi sec via Concord. If a capital class escalation inadvertantly pops a civilian then Concord intervenes which may diminish a fleets desire to fight battles in hi sec. The regular rules of the road would apply.
Iain Cariaba
#59 - 2014-10-05 20:32:29 UTC
Euripedies wrote:
Yes capitals in hi sec is not game breaking, I'm not getting why there are so many nay sayers on this. Capital fights exist everywhere except hi sec. There are rules and enforcement in hi sec via Concord. If a capital class escalation inadvertantly pops a civilian then Concord intervenes which may diminish a fleets desire to fight battles in hi sec. The regular rules of the road would apply.

Agreed. The only thing that would really change is that highsec POSes won't be as secure if you can put dreads on them, but alternately easier to repair when you can put triage reps on them.
Scout Vyvorant
Doomheim
#60 - 2014-10-05 20:42:44 UTC
Iain Cariaba wrote:
Euripedies wrote:
Yes capitals in hi sec is not game breaking, I'm not getting why there are so many nay sayers on this. Capital fights exist everywhere except hi sec. There are rules and enforcement in hi sec via Concord. If a capital class escalation inadvertantly pops a civilian then Concord intervenes which may diminish a fleets desire to fight battles in hi sec. The regular rules of the road would apply.

Agreed. The only thing that would really change is that highsec POSes won't be as secure if you can put dreads on them, but alternately easier to repair when you can put triage reps on them.



Not even that, people would still tear down their pos when a war dec is made, join a premade corp, put it up again instantly.

The only difference dreads would make is that to destroy those offline posses will take a lot less in a revelation than in an oracle.