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SIC's - Or an idea on how to not nerf supers but counter them.

Author
Tiberius StarGazer
Deep Core Mining Inc.
Caldari State
#1 - 2015-03-25 19:14:25 UTC
So there has been a lot of talk about nerfing supers because the whole apex force wrecking ball strategy is currently the only ultimate goal - get more supers.Of course this is long defined as a issue in that it creates an artificial barrier for anyone wanting to get into null, and means the race to grab experience pilots with more supers is the only way to counter a group with supers. Of course many of you have seen the ticker and can probably tell as a member of BRAVE I am used to having supers dropped on me on a regular basis.

Currently the only option, is to not fight a super blob.

here currently a way to deny capitals and so on for getting on grid. Currently there are two methods.

i) A local cyno inhibitor with limited range.
ii) System wide cyan jammer

Both of these are static objects in particular the inhibitor which dies pretty quickly when a fight kicks off, and in many systems, cyno jammers are only used in systems where high security is required such as super capital building facilites

Either way, these options do not provide an adequate counter to ‘prevent’ the wrecking ball.

But, I was chatting with a few FC’s and one (you know who you are) said, there is a way of defending against supers, which is basically - stop them from getting on grid. Which got me thinking - how can something like this, be used, that would provide an interesting gameplay element without just being some stupid module.

I needed to think of something that would provide a reasonable target, in the same way that HIC’s and Interdictors, something that is easy to identify as a priority target, but at the same time will provide an interesting gameplay mechanic.

To that, I am tentatively throwing out the Super Interdictor (SIC).

Blurb for the ship description
'Super Interdictors were created by the Empire races to address the massive arms race observed over the last few years between the larger capsuleer alliances in nullsec. The rate at which these fleets have grown is far beyond the expectations of even the most pessimistic millatery minds. Worried that in the event that somehow capsuleer forces somehow find a way to negate the massive cynosural jamming of the Empires most secure space the Super Interdictor Class Battleship was created.'

The idea is, very similar to how a HIC compares to its t1 variant, because I am not a stat person, I am basically gonna do the ship descriptions but not the actual stats. But I am thinking along the lines of the marauder stats with some improved HP, reduced weapons capability. But as I am not a stat person I have no idea how to start approaching these. So here we go!

Name: Koeus
Hull: Hyperion Class
Role: Super Interdictor
Developer: Roden Shipyards

Gallente Battleship bonuses (per skill level):
5% bonus to Large Hybrid Turret damage
10% bonus to Large Hybrid Turret falloff
Super Interdictor bonuses (per skill level):
7.5% bonus to Large Hybrid Turret tracking speed
10% reduction in Cynosural Inhibitor cycle time
Role Bonus:
• Can fit Cynosural Inhibitor modules


Name: Purgatory
Hull: Abaddon Class
Role: Super Interdictor
Developer: Vizam

SHIP BONUSES
Amarr Battleship bonuses (per skill level):
5% bonus to ship capacitor capacity
7.5% bonus to Large Energy Turret optimal range
Marauders bonuses (per skill level):
5% bonus to Large Energy Turret damage
10% reduction in Cynosural Inhibitor cycle time
Role Bonus:
• Can fit Cynosural Inhibitor modules


Name: Vanir
Hull: Malestrom Class
Role: Super Interdictor
Developer: Core Complexion Inc.

SHIP BONUSES
Minmatar Battleship bonuses (per skill level):
5% bonus to Large Projectile Turret rate of fire
10% bonus to Large Projectile Turret falloff
Marauders bonuses (per skill level):
7.5% bonus to Large Projectile Turret tracking speed
10% reduction in Cynosural Inhibitor cycle time
Role Bonus:
• Can fit Cynosural Inhibitor modules

Name: Medea
Hull: Rokh Class
Role: Super Interdictor
Developer: Kaalakiota

Gallente Battleship bonuses (per skill level):
5% bonus to Large Hybrid Turret damage
10% bonus to Large Hybrid Turret falloff
Super Interdictor bonuses (per skill level):
7.5% bonus to Large Hybrid Turret tracking speed
10% reduction in Cynosural Inhibitor cycle time
Role Bonus:
• Can fit Cynosural Inhibitor modules

So that important module! Again I am not a fitting Guru, but, this is in essence works in the same way as the HIC bubble works, except that it is not a warp disruption bubble, but a system wide cyno jammer.

The cycle time for the Cynosural Inhibitor is 120 seconds which is reduced down to approx. 70 seconds at level 5 skills. During this time the ship is immobile and cannot receive remote assistance, it can use its weapons / local reps, but is not immune to e-war (so it can be pointed).

These do not stop covert cyno’s.

Now this is something I can’t decide on with the module. It will when activated either

i) Appear in the overview as a beacon that people can immediately warp to. Which means basically when it goes up, its going to generate a fight, or
II) For me, option i seemed a bit lacking in the gameplay department. A cyno allows a fleet to jump to it, so you can be warping right to you death if you warp your fleet to it. But this, its basically a HUGE come kill me beacon, which doesn’t really give the SIC a chance. Its a battleship after all, its not a fast and nimble interdictor, or the opportunistic heavy tanking HIC. Its a battleship. So the other alternative was to bloom the signature radius of the ship say 500% (IDK, whatever takes a good scanner less than 30 seconds to scan) so you have the element of ‘Oh **** getting scanned cycle cycle cycle must GTFO’ bit and it becomes a game of cat and mouse, this for me would be a much more interesting gameplay mechanic.
Tiberius StarGazer
Deep Core Mining Inc.
Caldari State
#2 - 2015-03-25 19:14:51 UTC  |  Edited by: Tiberius StarGazer
You would of course, need a couple of these zipping around the system in order to maintain 100% coverage during a fight. If however one drops, its the perfect opportunity for the attackers to light their cyno and bring in the big stuff.

I hope you guys like the idea. Lets open the door for the shooting down!

Remember, this is not meant to be a 100% preventative measure, its a delay maneuver to allow people to achieve their goals. it doesn't matter the size of a force if it shows up too late to do anything about it. But entirely stopping a forces ability to respond would also be pointless as people would go, well crap, I can't do anything about that, lets just spin our ships instead.

It is not meant to deter the use of Carriers and Supers, if a force has the foresight and planning to put these ships in place to defend a system then they deserve to keep it, its a tool to delay a rapid response of a larger force if an attacker manage to spot a weakness. Or reverse allow a defender time to set themselves up.

This battleship will also be t2 Black ops Expensive and will show a considerable investment in training and resources, probably equivalent to a regular cyno jamming POS

Reserved for edits and what nots
joecuster
State War Academy
Caldari State
#3 - 2015-03-25 19:15:22 UTC
Nope please try again
Tiberius StarGazer
Deep Core Mining Inc.
Caldari State
#4 - 2015-03-25 19:17:59 UTC
joecuster wrote:
Nope please try again


Try taking more than 60s to read and reply.....
joecuster
State War Academy
Caldari State
#5 - 2015-03-25 19:26:48 UTC
This is a bad idea I'm sorry
Anhenka
Native Freshfood
Minmatar Republic
#6 - 2015-03-25 19:40:21 UTC
This does nothing to prevent local overwhelming superiority once they show up.
This does nothing to deter the use of carriers and supers-carriers as defensive tools.
This does nothing to deter them as offensive tools if you show up earlier than the other guys.
Since they can now take gates, it's only marginally effective at preventing them from getting in systems in the first place.

And last and most importantly: Full system cynojamming is a stupidly powerful ability. There's a reason why it's restricted to long held and upgraded systems, and then requires an online POS and a significant chunk of the POS resources. Not exactly something you can slap up in any system you choose.
Tiberius StarGazer
Deep Core Mining Inc.
Caldari State
#7 - 2015-03-25 19:53:27 UTC
Anhenka wrote:
This does nothing to prevent local overwhelming superiority once they show up.


Its not meant to, its a delay maneuver to allow people to achieve their goals doesn't matte the size of a force if it shows up too late to do anything about it. But entirely stopping a forces ability to respond would also be pointless as people would go, well crap, I can't do anything about that, lets just spin our ships instead.

Anhenka wrote:
This does nothing to deter the use of carriers and supers-carriers as defensive tools.


Again, not meant to, if a force has the foresight and planning to put these ships in place to defend a system then they deserve to keep it, its a tool to delay a rapid response of a larger force if an attacker, or in the case, of a defender manage to spot a weakness.

Anhenka wrote:
This does nothing to deter them as offensive tools if you show up earlier than the other guys.


Good for them, they got the jump on you and deserve the timer and will probably have their own preventative measures in place.

Anhenka wrote:
Since they can now take gates, it's only marginally effective at preventing them from getting in systems in the first place.


True, but it does delay them, maybe long enough to do what you need to do to win an objective.

Anhenka wrote:
And last and most importantly: Full system cynojamming is a stupidly powerful ability. There's a reason why it's restricted to long held and upgraded systems, and then requires an online POS and a significant chunk of the POS resources. Not exactly something you can slap up in any system you choose.


Anyone can go and set up a pos. Indeed, a pos may infact be harder to take on, this is just a battleship, which with t2 build costs will still be significantly expensive. You scan it down, it dies. Indeed, its overall cost is probably just as expensive as a jamming pos, but with one major distinction in that it provides flexibility of deployment to allow attackers, or defenders, defensive options in systems that they may not have them
Banly
Tm8gVGF4
#8 - 2015-03-25 20:07:41 UTC  |  Edited by: Banly
While this "SIC" idea does sound like a fun thing to play with and definitely adds an interesting aspect to game play it does not prevent the use of supers or removes any of the power of the wrecking ball strategy. At most this just adds a secondary game as a precursor to the super tidi slugfest, which again could be a fun thing.

The main problem we have in large sov battles is that there is very little reason to commit less than 100% of what you are able to field at the time of battle. If there is any kind of objective to be had outside of "good fights" this means that both sides will continue escalating the battle by bringing bigger ships and more players. Eventually as you stated earlier this ends up with either giant super fleets or min/max subcap fleets (tengus/eagles/ishtars as recent examples). Once you hit a certain level of engagement you are locked in to just bringing more and more or deciding that everyone is bored and attempting a tactical retreat.

There is also the problem that caps can now use gates. At a certain point it won't be worth trying to cyno into the target system anymore and a secondary system will be used to cyno in and then slow boat through the gates to the actual fight. I realize the answer to this is just deploy more SICs but I doubt this would be economical (or fun).

Really what we need is a way to incentivize groups to use less than 100% of their forces or a way to counter forces that do use this strategy. A good example of counters (although problematic in other ways) is bombs. Right now there are very few groups in EvE that would consider deploying large fleets of battleships due to the impact that a small group of bombers can have on them. Unfortunately we have discovered that it's more efficient to use other ships than to keep using battleships while flying them in a way that mitigates bombs. As for incentives for using smaller fleets the upcoming sov changes may work to split up fleets to go after smaller objects concurrently but I'm guessing we'll find a loophole in the new system that still rewards giant balls of ships.

I don't have a solution to offer because I honestly can't think of any that wouldn't also become over powered as they are scaled to larger groups. Bombs have a nice limit on how many can be used in a wave but that just means large groups bring more than one wave. In the end I don't think the SICs are a bad idea, they just aren't a solution to the proposed problem.
Rawketsled
Generic Corp Name
#9 - 2015-03-25 22:43:20 UTC  |  Edited by: Rawketsled
Consider changing the Mobile Cyno Inhibitor to something that causes jumping ships to land anywhere but the standard 5,000m from the beacon.

Remove the immobility penalty of the module, and make it scripted. Without the script, it acts like a bubble, ships jumping/bridging to any beacon within the bubble get dumped into space at a random 1,000,000km[1] from the beacon[2]. Use of a script in the module allows you to lock down beacons entirely and prevent anything jumping/bridging[3] to them.

[1] Subject to balance considerations.
[2] Hard Mode: dumped ships come out of the jump pre-bumped, forcing them to pulse MWDs or align to conventient celestials.
[3] Covert Cynos excluded.
Phoenix Jones
Small-Arms Fire
#10 - 2015-03-25 23:33:28 UTC  |  Edited by: Phoenix Jones
Tiberius it is not a bad theory if supers/capitals, etc could not take gates.

All this does is slow a group down for about 2 minutes until their cyno alt jumps next door and lights a bulb. Then again you have a small gang of battleships spread throughout the consellation.. you pretty much screw up capital movement.

While it stops the instant on grid grief, it does not address the arms race part of it. Its not a bad concept though (and the ability to cyno jam a system by using a ship is interesting).

Honestly you don't even have to make the custom Super Interdictor. Any battleship with that module would probably do the trick.

Yaay!!!!

Ravasta Helugo
Republic University
Minmatar Republic
#11 - 2015-03-26 00:44:55 UTC
Needs an AU limitation. Can't be system wide. Unless you have a bunch overlapping.

Other than that, I'm down.