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Let's talk about Capitals and Supercapitals

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E1ev1n
Big Sister Exploration
#381 - 2015-04-20 21:06:10 UTC
What if everyone is looking at this issue sideways and not head on, what is the issue? The problem as I understand it is thats it's a logistical nightmare to move caps, and structure grinds are going away so why not give players something else to shoot at, like say IDK Jovians? Or Sansha Caps or BIG BIG rats in nullsec like drifters taking over systems in null needing large fleets to take them on full of caps.

As far as fleet warfare goes, why would you come to the party without all your friends? Caps beg to have other Caps with them, its like when you have a Cruiser fleet roaming around, some fast tackle needed but the majority of your fleet you want to warp at the same speed and get to the fight at the same time.

Hopefully no one has a way to block making friends in here possible...
Haatakan Reppola
Science and Trade Institute
Caldari State
#382 - 2015-04-20 21:14:18 UTC
Anhenka wrote:

AOE damage has two possibilities:

1: Useless
2: Hammer of God.


That is the 2 states you will always have with AoE, and some thing you can balance around.
Smartbombs when used the right way are like a hammer of God (pipebombing) and at the same time useless in most othe scenarioes.

Something like 2.5km radius AoE doing 5% of initial raw dmg, this would mean a dread doing 10k dps also deal 500 AoE dps around its target.
davet517
Raata Invicti
#383 - 2015-04-20 21:18:56 UTC
E1ev1n wrote:


^^ I would like to see caps as useful warships not relegated to being the solo cap on the field boosting all the sub caps but still being worth the time I have invested in building my caps. I normally see the invested money in them as worthwhile in the current mechanics due to my use of capitals in the state they are in and only recently invested in them since the jump changes happened. This week I pulled another cap off the assembly line. More will surely follow, but in all reality, would it really pay to have them underpowered? I think not. They should be able to lock any ship that are on grid with them if they are willing to take the time to lock it. Support or not, we are talking about significant time and money, they are not just frigates or cruisers, they are crown jewels of any fleet and deserve to be useful.


We're describing the same problem in different ways.

I don't see how you can make them useful enough to justify their current cost without them being OP, given that there are entities in the game that can field hundreds of them.

When it was rare to see one Titan in a fight, much less two, risking 100 Billion + to field one justified it being a ship that was powerful enough to turn the tide of a fight. Now that several entities can field blobs of them, having them be powerful enough to justify the 100 Billion + price tag compared to say, a carrier or dread that costs 1/50th as much is game breaking.

Frankly, short of making them a ship that requires a crew to fly, I think they need a "do over". Pull them from the game, reimburse the skill points and skill costs, and give their owners the option to melt them and re-use the components to build caps, or accept their current "melt value" in isk.

Making them crewed would be interesting I think. The basic mechanic is there. The "crew" could install jump clones in the ship that they crew, and CJ to it when it was going into battle. The ship would still be flyable and have basic defenses when not crewed, but would require a crew to have its uber fighting cabilities enabled.


Iroquoiss Pliskin
9B30FF Labs
#384 - 2015-04-20 21:33:44 UTC
Kenji Noguchi wrote:
Anhenka wrote:
Kenji Noguchi wrote:
I don't know if this idea has been suggested before, but I find it solves the problem of giving Capitals a capability worthy of their price, and also will make you want to field them in battle under certain circumstances.

Give XL-sized weapons AOE damage. It doesn't have to be a huge area (like bombs), but having every shot deal damage in a small area is something both moderatedly powerful (it is initially very powerful, but it can be countered by spreading the fleet) and unique to capitals. You risk losing said capitals, but they can turn the tide of the battle if used properly and at the right moment.

AOE damage has two possibilities:

1: Useless
2: Hammer of God.

It's really not something you want to try and use as a primary weapon system.

DA:O AOE does not effect allies, ideal party is 3 combat mages chain spamming wide AOE and one mage healing.
DA:I AOE effects allies, you massacre your entire party while using AOE spells, while mildly annoying your enemies.

Trying to keep AOE balanced but not abusable is like trying to balance on the head of a nail, while wearing high heels, completely smashed.


There are some circumstances when it would be very useful but not overpowered.

First of all, you have to hit your target; remember you can't target a spot on the ground like probably you can in the games you mention (which I don't know at all). Secondly, if the AOE is small enough (thinking about smartbomb range) no ally should be in range, not in an engagement where you would deploy a capital for this pourpose anyways. If this is really a problem, have only certain types of ammo have AOE, but not others (for example: phased plasma, yes; titanium sabot, no).


Interesting idea, but not feasible technically - making every target a source of AoE damage would probably kill the server.

Anyway, why would we want caps subverting normal spaceships even more? We're past that - remember tracking. Blink
E1ev1n
Big Sister Exploration
#385 - 2015-04-21 01:42:11 UTC  |  Edited by: E1ev1n
davet517 wrote:
E1ev1n wrote:


^^ I would like to see caps as useful warships not relegated to being the solo cap on the field boosting all the sub caps but still being worth the time I have invested in building my caps. I normally see the invested money in them as worthwhile in the current mechanics due to my use of capitals in the state they are in and only recently invested in them since the jump changes happened. This week I pulled another cap off the assembly line. More will surely follow, but in all reality, would it really pay to have them underpowered? I think not. They should be able to lock any ship that are on grid with them if they are willing to take the time to lock it. Support or not, we are talking about significant time and money, they are not just frigates or cruisers, they are crown jewels of any fleet and deserve to be useful.


We're describing the same problem in different ways.

I don't see how you can make them useful enough to justify their current cost without them being OP, given that there are entities in the game that can field hundreds of them.

When it was rare to see one Titan in a fight, much less two, risking 100 Billion + to field one justified it being a ship that was powerful enough to turn the tide of a fight. Now that several entities can field blobs of them, having them be powerful enough to justify the 100 Billion + price tag compared to say, a carrier or dread that costs 1/50th as much is game breaking.

Frankly, short of making them a ship that requires a crew to fly, I think they need a "do over". Pull them from the game, reimburse the skill points and skill costs, and give their owners the option to melt them and re-use the components to build caps, or accept their current "melt value" in isk.

Making them crewed would be interesting I think. The basic mechanic is there. The "crew" could install jump clones in the ship that they crew, and CJ to it when it was going into battle. The ship would still be flyable and have basic defenses when not crewed, but would require a crew to have its uber fighting cabilities enabled.



I still feel that there is a better way than putting more than one pilot on the ship. It is risk vs reward, there is no precedent in this game currently to have more than one person's clone risked on one ship.

What you are saying would also mean the removal of Caps from w-space, making c5 and c6 space mechanics as they are currently broken in the way sleeper sites spawn. Not to mention that the risk would no longer equal the reward short of a vast upswing on the cost for you sub-cap pilots on the parts for your t3 fleets... need I go on???

Or do you mean you want pilots to be able to clone jump to and from w-space, something we cannot do in any place other than thera atm? Even rorqual pilots (who have clone bays) cannot currently clone jump to their caps.
davet517
Raata Invicti
#386 - 2015-04-21 03:59:47 UTC  |  Edited by: davet517
E1ev1n wrote:

I still feel that there is a better way than putting more than one pilot on the ship. It is risk vs reward, there is no precedent in this game currently to have more than one person's clone risked on one ship.

What you are saying would also mean the removal of Caps from w-space, making c5 and c6 space mechanics as they are currently broken in the way sleeper sites spawn. Not to mention that the risk would no longer equal the reward short of a vast upswing on the cost for you sub-cap pilots on the parts for your t3 fleets... need I go on???

Or do you mean you want pilots to be able to clone jump to and from w-space, something we cannot do in any place other than thera atm? Even rorqual pilots (who have clone bays) cannot currently clone jump to their caps.


I was actually only talking about super-capitals requiring a crew. Since they can't go into worm holes anyway, they'd have no impact there. The risk/reward of flying a carrier or dread isn't out of whack as is, given their price points. It's only when you get to Titans that cost 50X what a carrier costs or more, depending on fits, that it's a problem. If you only make Titans marginally more impactful in a fight than a carrier or dread, they aren't cost justified. If you make them impactful in line with their cost and the risk of flying one, they're game breaking given how many of them there are now.

Post fozzie-sov, I don't think they're going to see much action, except in circumstances like the current fight in Delve where one side feels bold about deploying them because the fight is very one-sided. I like Manny's suggestions, but I don't think they'll change that.

I could be wrong. The escalation point to supers in a fozzie-sov fight will be if one side deploys triage carriers. Assuming the other side isn't afraid to counter with supers because they're out-gunned at that level, supers would be the natural counter. I'll bet that it'll be a relatively rare fight that escalates to supers. Right now, any structure shoot is painful unless you bring caps, which invites the supers in. That pressure is gone under fozzie sov.
E1ev1n
Big Sister Exploration
#387 - 2015-04-21 05:32:27 UTC
davet517 wrote:
E1ev1n wrote:

I still feel that there is a better way than putting more than one pilot on the ship. It is risk vs reward, there is no precedent in this game currently to have more than one person's clone risked on one ship.

What you are saying would also mean the removal of Caps from w-space, making c5 and c6 space mechanics as they are currently broken in the way sleeper sites spawn. Not to mention that the risk would no longer equal the reward short of a vast upswing on the cost for you sub-cap pilots on the parts for your t3 fleets... need I go on???

Or do you mean you want pilots to be able to clone jump to and from w-space, something we cannot do in any place other than thera atm? Even rorqual pilots (who have clone bays) cannot currently clone jump to their caps.


I was actually only talking about super-capitals requiring a crew. Since they can't go into worm holes anyway, they'd have no impact there. The risk/reward of flying a carrier or dread isn't out of whack as is, given their price points. It's only when you get to Titans that cost 50X what a carrier costs or more, depending on fits, that it's a problem. If you only make Titans marginally more impactful in a fight than a carrier or dread, they aren't cost justified. If you make them impactful in line with their cost and the risk of flying one, they're game breaking given how many of them there are now.

Post fozzie-sov, I don't think they're going to see much action, except in circumstances like the current fight in Delve where one side feels bold about deploying them because the fight is very one-sided. I like Manny's suggestions, but I don't think they'll change that.

I could be wrong. The escalation point to supers in a fozzie-sov fight will be if one side deploys triage carriers. Assuming the other side isn't afraid to counter with supers because they're out-gunned at that level, supers would be the natural counter. I'll bet that it'll be a relatively rare fight that escalates to supers. Right now, any structure shoot is painful unless you bring caps, which invites the supers in. That pressure is gone under fozzie sov.

Pirate So then the possibility would be there to say turn the crew and gain a supercap via "negotiation" rather than bloodshed, that seems ok to me. Lol
Mike Whiite
Deep Core Mining Inc.
Caldari State
#388 - 2015-04-21 06:47:25 UTC
I'd like to see capitals, more in the role of the flag ship.

gaining it's bonus from it's supporting fleet, probably very difficult to program.

The fan of the genre in me would love to see 1 capital with a support fleet of cruisers, frigates, battleships and the like, instead of the 100 same ship same fit fleets.

If the power of the capital would somehow be dependent on the other ships in the fleet you might see more diversion in the fleets and more interesting battles.

then again it might be a bit to difficult to implant, though a man can dream though.
Hsu Li
F.U.N. Inc.
The Ancients.
#389 - 2015-04-21 08:21:23 UTC
Siginek wrote:
Hsu Li wrote:
Easy solution would be to force all caps and supers to use module that disallows remote assistance while it is active. Also greatly reduce their ability to deal with subcaps. I would love to see fights where caps and subcaps support each other and the side which can make this synergy work the best should win.


i dont know where you play, but i havent seen dread to kill enemy subcap without friendly one helping him ... what more would you like? capitals to be totally useless vs subcaps? because they are not far from that now ...

Where I said anything about dreads specifically? All I want is fights where caps either support its subcap fleet and/or deals with enemy caps. Also I want to see them die more often.
Phoenix Jones
Small-Arms Fire
#390 - 2015-04-21 10:44:18 UTC  |  Edited by: Phoenix Jones
Kenji Noguchi wrote:

There are some circumstances when it would be very useful but not overpowered.


There is no situation where that would not be overpowered.

Haatakan Reppola wrote:
Anhenka wrote:

AOE damage has two possibilities:

1: Useless
2: Hammer of God.


That is the 2 states you will always have with AoE, and some thing you can balance around.
Smartbombs when used the right way are like a hammer of God (pipebombing) and at the same time useless in most othe scenarioes.

Something like 2.5km radius AoE doing 5% of initial raw dmg, this would mean a dread doing 10k dps also deal 500 AoE dps around its target.


There is no need to add in a AOE ability to dreads as they don't need them. Dreads don't need a new way to kill subcaps (because a 500 aoe effect is solely about killing subcaps).

Yaay!!!!

Kenji Noguchi
State War Academy
Caldari State
#391 - 2015-04-21 13:17:50 UTC  |  Edited by: Kenji Noguchi
Phoenix Jones wrote:
Kenji Noguchi wrote:

There are some circumstances when it would be very useful but not overpowered.


There is no situation where that would not be overpowered.


And now follows the part where you explain yourself, adding examples and the reasoning behind your statement. Oh wait, we're missing that part here!

Phoenix Jones wrote:

Haatakan Reppola wrote:
Anhenka wrote:

AOE damage has two possibilities:

1: Useless
2: Hammer of God.


That is the 2 states you will always have with AoE, and some thing you can balance around.
Smartbombs when used the right way are like a hammer of God (pipebombing) and at the same time useless in most othe scenarioes.

Something like 2.5km radius AoE doing 5% of initial raw dmg, this would mean a dread doing 10k dps also deal 500 AoE dps around its target.


There is no need to add in a AOE ability to dreads as they don't need them. Dreads don't need a new way to kill subcaps (because a 500 aoe effect is solely about killing subcaps).


And again, we miss the "here are the reasons" part after the "this is the truth" part. It seems you're not as good at explaining things and actually engaging in productive and positive argument as you are at stating your opinions as fact expecting the rest of us to agree with you just because.
Kazaheid Zaknafein
Zaknafein Tactical Reconnaissance
#392 - 2015-04-21 15:26:05 UTC
If anything capitals need to be worth the time it takes to get them to the battlefield; Dreads have a hard time dealing with anything that isn't webbed to hell. And carriers are now just glorified guardians. A lot of non capital pilots cry about the EHP or the DPS that these capitals have and don't realize that it takes a LOOOOOOOOOOOOOOONG time to lock, warp, align, rep... ect.

A Thanatos takes nearly 30 seconds to lock a cruiser, and nearly the same to warp out, and that to the fact that fighters suck against anything smaller than a battle-cruiser and they are not that overpowered.

One of the biggest fixes that carriers needed was the treatment of fighters like regular drones, although you can still make a drone bunny and assign 50 fighters to them.


Dreads could use some love though with the lack of stationary targets to shoot. The idea of a small bomb going off when a dread fires is nice but make it limited to an ammo type; Less damage, very high tracking boost, and medium range. That way the dreads can actually hit things but they don't get the 14k dps they have now against subcaps, combined it should be around 8k dps. Which is still very high damage but can be countered if you don't get alphaed.
Gemini Tordanis
State War Academy
Caldari State
#393 - 2015-04-21 16:57:36 UTC  |  Edited by: Gemini Tordanis
Anhenka wrote:
Hsu Li wrote:
.....With this in mind I propose these changes made to caps:
All capital class weapons deals reduced damage to subcap ships (based on signature/speed?, hardcoded?)



TLDR: Yet one more idea with no interest in leaving capitals with a usable role beyond short lived triage, and short term structure bashing dreadnaught.



As much as I hate to admit it, I think this highlights one of the primary discussion points for capital gameplay.

In one corner, we have the pilots who believe capitals are too much win, and in the other we have pilots who think capitals have no room to be nerfed.

Seeing how popular this thread is, many folks agree that capitals are off target for combat effectiveness. Its just a matter of finding a fine-line balance. I can appreciate how much of a difficult problem this is for CCP.



In my opinion, the significant investment of time (SP) and/or ISK to purchase, fit, and pilot a (super)capital is a significant accolade in ones EVE career. (even if you purchase a pilot, you obviously put your time in to get that amount of ISK). Making capitals further useless would be a step in the wrong direction, and make this achievement seem less appealing. To Anhenka's point, they already struggle on the DPS scale against subcapital hulls. Even in their current state, they are not feasible in solo gameplay, so I'm not understanding how this is of concern.

Like many others, I would like to see some way that modulates the roles of carriers. I liked the ship configuration (like T3) idea. Something that forces the fit (and Role) to change.
Karash Amerius
The Seven Shadows
Scotch And Tea.
#394 - 2015-04-21 17:44:55 UTC  |  Edited by: Karash Amerius
Twenty pages and not a lot of solutions or ideas here...other than:

1. Leave my Precious alone!

2. Remove from game!

3. Turn them into T3 ships.

4. Replace command ships with capitals in Fleet structure.

All in all, not very good ideas really. I can see why CCP really is up against the wall here.

Edit: I guess the only thing they will be good for is fights over moons...that is something at least.

Karash Amerius Operative, Sutoka

Rowells
Blackwater USA Inc.
Pandemic Horde
#395 - 2015-04-21 17:55:37 UTC
Karash Amerius wrote:
Edit: I guess the only thing they will be good for is fights over moons...that is something at least.

Hate to crush your dreams, but...
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#396 - 2015-04-21 17:56:02 UTC
Haatakan Reppola wrote:
MeBiatch wrote:
Carriers. Remove the rr bonus put it in the triage. Super carriers remove the rr all together.


Remove the range bonus from all carrier/sc and give it to triage. Leave rest of the bonuses they currently have, possibly boost the base range on capital RR modules to make them viable in a small fleet of maybe 5-10 carriers


No No No No

Delete Triage completely.... (work some, not all, of those bonuses into the hull roles)

That'l make it easier to break capital remote reps with e-war and neuts.... Makes carriers more balancable esp in larger groups and makes remote reps easier to counter with dps if it doesnt go "over 9000" hp/s per cycle.....

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Anhenka
Native Freshfood
Minmatar Republic
#397 - 2015-04-21 18:06:12 UTC  |  Edited by: Anhenka
Asuka Solo wrote:
Haatakan Reppola wrote:
MeBiatch wrote:
Carriers. Remove the rr bonus put it in the triage. Super carriers remove the rr all together.


Remove the range bonus from all carrier/sc and give it to triage. Leave rest of the bonuses they currently have, possibly boost the base range on capital RR modules to make them viable in a small fleet of maybe 5-10 carriers


No No No No

Delete Triage completely.... (work some, not all, of those bonuses into the hull roles)

That'l make it easier to break capital remote reps with e-war and neuts.... Makes carriers more balancable esp in larger groups and makes remote reps easier to counter with dps if it doesnt go "over 9000" hp/s per cycle.....


You do realize in large fights (You know, those events where you tend to see large numbers of carriers in one place) nobody uses triage because triage carriers die so fast to massed fire it's ridiculous? Half of the EHP of a slowcat carrier, and can't recieve reps. You rarely bring combat triage in expecting to get it back out again.

Removing triage changes massed carrier tactics absolutely none whatsoever.

Oh you didn't understand that?
Well now you do.

Massed carriers don't use triage, cause that removes the purpose of having many of them in the first place.

*Insert rant about the number of people with poor understanding of the topic getting involved in this discussion*
Haatakan Reppola
Science and Trade Institute
Caldari State
#398 - 2015-04-21 18:53:26 UTC
Phoenix Jones wrote:



Haatakan Reppola wrote:


There is no need to add in a AOE ability to dreads as they don't need them. Dreads don't need a new way to kill subcaps (because a 500 aoe effect is solely about killing subcaps).


Im not saying we need AoE from dreads, i was explaining how AoE can be good in the right scenario while also beeing useless for anything else.
d0cTeR9
Caldari Provisions
Caldari State
#399 - 2015-04-21 19:15:09 UTC  |  Edited by: d0cTeR9
Kazaheid Zaknafein wrote:
If anything capitals need to be worth the time it takes to get them to the battlefield; Dreads have a hard time dealing with anything that isn't webbed to hell. And carriers are now just glorified guardians. A lot of non capital pilots cry about the EHP or the DPS that these capitals have and don't realize that it takes a LOOOOOOOOOOOOOOONG time to lock, warp, align, rep... ect.

A Thanatos takes nearly 30 seconds to lock a cruiser, and nearly the same to warp out, and that to the fact that fighters suck against anything smaller than a battle-cruiser and they are not that overpowered.

One of the biggest fixes that carriers needed was the treatment of fighters like regular drones, although you can still make a drone bunny and assign 50 fighters to them.


Dreads could use some love though with the lack of stationary targets to shoot. The idea of a small bomb going off when a dread fires is nice but make it limited to an ammo type; Less damage, very high tracking boost, and medium range. That way the dreads can actually hit things but they don't get the 14k dps they have now against subcaps, combined it should be around 8k dps. Which is still very high damage but can be countered if you don't get alphaed.


Hehe try a supercarrier locking a cruiser... ZZZzzz

People in small gang that fight them are idiots. They have plenty of time to leave, but don't. If they get caught by the super's defense gang... well its the same as being caught with any other gang, you usually die.

But hey, supers are sooooo OP!!!!

Anhenka wrote:
Asuka Solo wrote:
Haatakan Reppola wrote:
MeBiatch wrote:
Carriers. Remove the rr bonus put it in the triage. Super carriers remove the rr all together.


Remove the range bonus from all carrier/sc and give it to triage. Leave rest of the bonuses they currently have, possibly boost the base range on capital RR modules to make them viable in a small fleet of maybe 5-10 carriers


No No No No

Delete Triage completely.... (work some, not all, of those bonuses into the hull roles)

That'l make it easier to break capital remote reps with e-war and neuts.... Makes carriers more balancable esp in larger groups and makes remote reps easier to counter with dps if it doesnt go "over 9000" hp/s per cycle.....


You do realize in large fights (You know, those events where you tend to see large numbers of carriers in one place) nobody uses triage because triage carriers die so fast to massed fire it's ridiculous? Half of the EHP of a slowcat carrier, and can't recieve reps. You rarely bring combat triage in expecting to get it back out again.

Removing triage changes massed carrier tactics absolutely none whatsoever.

Oh you didn't understand that?
Well now you do.

Massed carriers don't use triage, cause that removes the purpose of having many of them in the first place.

*Insert rant about the number of people with poor understanding of the topic getting involved in this discussion*


Exactly. Clueless people ranting/suggesting things they are completely clueless about. Since there's a lot of those noobs, CCP tends to listen to them.

Been around since the beginning.

Dr Cedric
Science and Trade Institute
Caldari State
#400 - 2015-04-21 19:44:11 UTC
Im still seeing alot of posts about how *Insert Capital ship here* should be able to do more DPS against *insert other ship here*

The answer isn't DPS. It has to be about how capitals can make the new Fozzie Sov interesting, and moreover how to make it worthwhile to send your *insert capital ship here* into the battle.

Pie in the sky ideas are what we should be thinking about. What role does a fleet/corp/alliance/coalition need in order to defend its sovereignty, and how can Capitals/Super Capitals play a role in that. Also, how can they be countered. Finally, what can be done to make them something other than a necessity, for smaller scale sov warfare?

Current Sov is gone (or soon to be) so lets embrace FozSov and the Entosis mechanic, and focus on perceived or actual roles that need to be filled.

As I can see, FozSov and the "capture the flag" mechanic needs a way to facilitate movement of ships through a constellation quickly. Titan bridges seem to be the best option for that, so I suggest (and posted earlier) that Titans should be the force mover. Introduce a mechanic that connects sov structures with the Titan jump bridge so that intra-constellation bridges do not induce fatigue (or greatly reduce it) to allow movement of ships. A normal bridge should still incur fatigue per normal. Both jumps should still incur the 5 minute jump timer.

For Entosis mechanics, the "grid" needs to be "controlled." That is as vague as a guideline as I can think of, so what are some ways to control a grid?

Dreads should keep their anti-capital class weapons, but should be given the option to become a "grid controller." Give them modules or a new siege button, or a "mode" switch to allow area of effect e-war options (painting, tracking disruption, sensor damp, etc...) but no ECM options. This should be a module that uses radius based attack (similar to smart-bombs) that causes the disruption. This allows the fleet with the dread(s) on field to have more control of the fight. Friendly fire could be a way to balance this.
This also allows choice for the FC/Dread pilot to decide if they bring DPS to blow up the other guys' capitals, or stay "out of the fight" and worry about Disruption. This also keeps off the toes of the command ship pilots and their links.

Carriers/Super Carriers should be given a mix of the following.
Super-Neut (a la a capacitor Doomsday) that drops capital capacitor fast, but with a very slow cycle time and high fitting costs (could be given to Dreads), possibly only needing 2 or 3 shots to fully drain an unsupported capital capacitor pool, or otherwise significantly impair the capacitor chain of a group of carriers/supers (would need some balance to keep it from being OP against sub-caps).
An "immunity" or resistance to this should be a part of the triage module to force a "logistics" carrier into triage if it wants to protect its capacitor, and could be a way to control non-triage cap/rep chains that are currently under some discussion.
Reduce number of personally controllable fighters/drones to 5, but be able do deploy-assign more (up to 10 out of 15 total drones/fighters can be assigned)
Increase ship maintenance bay to allow better resupplying during small/mid-scale engagements
Change Triage to be only effective way to provide capital cap/reps

All of these changes would give a strategic value to the ownership of a capital and plays into the new FozSov situation. It also gives value to Dreads in a support role without taking away their structure bashing role. It gives a meaningful reason to bring carriers/supers to a fight, but requires consideration of the counters that the enemy fleet can have availiable.
It also gives a very big reason for a fleet to field titans and keep them in space during sov-fights to keep the fleet mobile.
On top of that, it allows BS/BC-heavy fleets some needed mobility to have a role in the new capture mechanic.

Thanks for the read!




Cedric