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Let's talk about Capitals and Supercapitals

First post First post
Author
Skia Aumer
Planetary Harvesting and Processing LLC
#421 - 2015-04-23 00:24:43 UTC
Gemini Tordanis wrote:
MeBiatch wrote:
If they removed the rr bonus from carriers and built it into the traige then i would like to see the introduction of logistic battleships. Logi bs would help scale capital fights but be vulnerable to both capital and sub cap fleets.



Interesting, however Logi BS modules should only benefit capital ships (i.e. long cycle time or useable on XL hulls only). Otherwise you will see invulnerable subcap fleets.

This was one of the first vessels the Sisters of EVE made available to capsuleers. It had been under development by the Sanctuary corporation, whose interest in exploration includes not only search & rescue operations but also a constant inquiry into the nature of the EVE Gate. Thanks to the Sisters' efforts and the Sanctuary's particular expertise, the Nestor is an agile, tenacious ship that aptly adheres to the mantra of both rescuers and explorers: Stay safe, stay hidden, and use every tool at your disposal.

It is particularly adept at venturing into dangerous territories, not merely in recovering whatever may be of interest but also in being able to safely bring it back. Its engines have alternate power sources that come into play should any of its cargo - for which it has plenty of room - cause serious interference with internal systems. Its weaponry runs best on renewable sources, an ideal for a ship that doesn't know how long it'll be in deep space. Its carapace is extremely well armored for a ship this agile, and covered in sensors capable of letting its crew track a myriad of different organic signatures. The crew itself is safely protected from any number of transmittable ailments from rescues and other unexpected passengers, thanks to special quarantine bays that are conveniently located near jettisonable openings.

The Sanctuary corporation poured uncountable resources into making the cloaking technology developed for the Stratios fit the Nestor, but were eventually forced to concede that it was impossible. The effort was not without benefit though, as part of their work focused on reducing the Nestor's mass enough that it could make its way into unexplored territories that might've been hazardous to bulkier vessels. This paid off by affording the Nestor unmatched access to wormhole space, and meant that the embedded miniature rescue vessel on the ship's hull could be relegated to a decommissioned role. With covert function off the table, the Sanctuary turned their eyes on logistics and now the Nestor serves as one of the best support platforms in New Eden.

Traits
Gallente Battleship bonuses (per skill level):
10% bonus to Drone hitpoints and damage

Amarr Battleship bonuses (per skill level):
4% bonus to all armor resistances

Role bonus:
10+ bonus to Relic and Data Analyzer virus strength
50% bonus to Core and Combat Scanner Probe strength
200% bonus to Remote Armor Repairer range
50% bonus to Remote Armor Repairer amount
50% bonus to Large Energy Turret optimal range
James Baboli
Warp to Pharmacy
#422 - 2015-04-23 00:28:03 UTC
Skia Aumer wrote:


[nestor description and stats here]


And people say it is almost un-usable, despite being able to be fit up to perma-run 6 reps. or you can cap-chain them and run 4, while being effectively jam and damp proof and a bit of a brick, etc.

For those saying you can't make a balanced logi battleship, here is one which isn't used despite being able to allow refitting in space.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Agata Black
Sebiestor Tribe
Minmatar Republic
#423 - 2015-04-23 01:08:27 UTC
I will try to contribute to the discussion with my perception and a few ideas about the issue, just take what you find useful - if anything at all. :)

Currently: Drastic changes apart, it is evident that most Capitals will need some rebalance in one way or another.

- Carriers: Currently they are too versatile: they can use both drones and fighters and can deal with caps and subcaps while also repairing each other, which resulted in the massed fleets we saw. They can also be fit for Triage, which is, imo, their most interesting application and the model I will take for proposing changes later. While the "modes" proposed by the OP should be able to solve the issue I would like to suggest something more light/traditional. Make non triage capital remote repair worthless, create a "Sorting" module that carriers can fit instead of the Triage module (they still have both option but could only fit, or at least activate, one at a time) and tie the carrier's offensive power to that. Make it so they can only deploy fighters, make fighters ok against subcaps and marginally useful or ok against capitals, allow them to use fighter bombers while Sorting is active so they can attack Capitals effectively (this suppose wide changes to fighters and bombers), or whatever you prefer to lessen their offensive power while not in Sorting. I believe that most of any ships flexibility in EVE already comes from the vast fitting options they have and adding "modes" as we see in the T3Ds to Capitals is not a clean enough way to deal with them and ignores that.

- Dreads: Used to bash structures and other capitals. Not having structures to bash anymore most of their value will derive from the value the ships it is meant to combat: other capitals. Tracking Dreads may be a thing in certain scenarios, but I believe that widespread use of capitals as anti-sub-cap platform isn't desirable. Maybe dreads could use some more versatility with a twin module for Siege as I suggested in Carriers, but I really can't think of what that could be and will leave that for you (maybe mobility, maybe range, or something else entirely different). Capital weapons should be changed though. With POS shields no longer requiring capital blasters to have enough range to target the towers maybe CCP can drastically modify the weapons and Dreads parameters enough to make them really fresh and interesting with just that.

- Super Carriers: I don't understand much about them, really. Extremely high DPS with remote tanking and support abilities, while not restricted by Siege/Triage is close enough? They look perfect for massing and are really expensive, but they really need some unique factor to them or they should be in a worse place than Dreads when structure bashing ceases to be a thing. Or maybe not. Anyway, I have a suggestion for them that maybe proves interesting enough, later.

- Titan: Mostly used for bridging and doomsdaying things, does worse DPS than Dreads if you don't take the DD into consideration, I believe. Gives some insane fleet bonuses, not that people are willing to risk one for them if they can't escalate with a few dozen more of them.

Now, my following suggestion tries turn Capital ships and their escalation into a game that benefits from having a few of certain classes, but not so much from massing them, taking what I already said in consideration. The model or inspiration for this is the current triage carrier: You drop one of those with a subcap fleet and suddenly people either break the triage or the subcaps simply won't die. Drop two or three and they can do wonders supporting each other and keeping each other alive with pure skill, but massing triage carriers become pointless pretty fast after that.

You can escalate that dropping Dreads, which in Siege have a, arguably, interesting combat dynamic with the other Triage Carriers and Dreads. They need to commit, they need good planning and execution to be used, they are the Capital Ships of EVE online after all. Up to this point I'm really fine with Capitals, even without structures to grind, with the previous consideration it is an interesting dynamic imo. The issue is how to escalate further.

Turning Super Carriers into "super fleet boosters" isn't exactly fair with their pilots. They used to be the most well rounded engines of destruction in EVE, after all, to be shoehorned into glorified command ships won't do. Actually, maybe that could be an interesting option for Dreads to get their other cycle module I suggested.

Anyway, my suggestion for Super Carriers is turning them for Capitals into what a Triage Carrier is for subcapitals: make them capable to repair Carriers and Dreads (but not supers, or maybe yes, idk discuss if you want) while they are in Siege/Triage/Sorting and not repairable otherwise. With this, having a single or a handful of Super Carriers at hand will render your Capital Fleet invulnerable until the Supers are dealt with, making them able to "bail" these ships out of harm's way. This assumes heavy tweaking in stats as to make maybe sieged/triage capitals have a bit more (or less?) buffer, the super stats itself etc., but that would be the overarching concept. You could top other things over that, I suppose, take what you want from this post, if anything, like I said at the start.

Titans would become a more interesting next step escalation because they can completely bypass the repairs from Super Carriers through one-shooting doomsdays. Their main role as bridges won't change and maybe they can make do with just this small boost in usability.

Maybe some bits of what I suggested with other bits of suggestions actually helps CCP with this task, at least that's what I hope. Sorry for the wall of text.

TLDR: Make Super Carriers able to repair Dreads and Carriers while in Siege/Triage.

Anhenka
Native Freshfood
Minmatar Republic
#424 - 2015-04-23 01:08:45 UTC  |  Edited by: Anhenka
James Baboli wrote:
Skia Aumer wrote:


[nestor description and stats here]


And people say it is almost un-usable, despite being able to be fit up to perma-run 6 reps. or you can cap-chain them and run 4, while being effectively jam and damp proof and a bit of a brick, etc.

For those saying you can't make a balanced logi battleship, here is one which isn't used despite being able to allow refitting in space.


I'd love to see a Nestor fit that can fit a minimum of three reps and run them cap stable, even with a cap buddy.

It also needs to have a heavy tank (150k+ EhP before links), fit at least one scan res scripted Sebo, and MWD. You can assume the MWD only needs pulsing.

At this point, what you have is a larger, shorter range guardian that swaps mobility and sig tanking for higher raw buffer. It has to stay right on top of the other BS's though, increasing the effect of bombs and making it far easier for the enemy to shoot the logi because you can't put the fleet and 65KM of space between you and the other sides DPS. Oh and it costs 7 times as much.

And the supply is very limited.

Which is ok for some WH's and some lowsec operations where you need a degree of mobility to go with your armor BS fleets, but for nullsec sights over objectives at least you rapidly run into the issue of "Why not just bring Triage?"

Triage is far cheaper (post explosion), reps more, reps further, locks faster, is immune to ewar or damps, and serves as a large convenient damage soak to suck fire off your DPS.
MeBiatch
GRR GOONS
#425 - 2015-04-23 02:53:15 UTC
Skia Aumer wrote:
Gemini Tordanis wrote:
MeBiatch wrote:
If they removed the rr bonus from carriers and built it into the traige then i would like to see the introduction of logistic battleships. Logi bs would help scale capital fights but be vulnerable to both capital and sub cap fleets.



Interesting, however Logi BS modules should only benefit capital ships (i.e. long cycle time or useable on XL hulls only). Otherwise you will see invulnerable subcap fleets.


blah blah


RR scales due to range not rep amount otherwise tech III would be the standard to logi.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Dantelion Shinoni
Empirical Inventions
#426 - 2015-04-23 02:55:51 UTC
What if Capital and Supers acted like fleet-wide buffers? Like when you have one on grid, ships in your fleet receive X% less damage, that damage being redirected at the Capital/Super.

This is likely a terrible idea, but it goes in line with trying to make sure those things actually die.

Maybe the only solution to them being powerful despite being so numerous would be to make it wasteful to bring more than one or two to a fleet, as they would focus on fleet force multiplication and having lots would make the bonus redundant.

Of course it would likely not please some people who might be denied the opportunity to bring one because 'they have that already covered', but if there is one thing this thread is showing is that there is likely no painless solution to this.

It's either that or make them have a counter, and I wonder what could possibly a counter to those things...
Tiddle Jr
Brutor Tribe
Minmatar Republic
#427 - 2015-04-23 03:25:24 UTC  |  Edited by: Tiddle Jr
Anhenka wrote:


I'd love to see a Nestor fit that can fit a minimum of three reps and run them cap stable, even with a cap buddy.

It also needs to have a heavy tank (150k+ EhP before links), fit at least one scan res scripted Sebo, and MWD. You can assume the MWD only needs pulsing.




I've found that Nestor fit, 5x LRAR's, cap stable 46.7% (non-rem cap supported), 149k of EHP, costs arround 2.33b.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

MeBiatch
GRR GOONS
#428 - 2015-04-23 04:00:55 UTC
Tiddle Jr wrote:
Anhenka wrote:


I'd love to see a Nestor fit that can fit a minimum of three reps and run them cap stable, even with a cap buddy.

It also needs to have a heavy tank (150k+ EhP before links), fit at least one scan res scripted Sebo, and MWD. You can assume the MWD only needs pulsing.




I've found that Nestor fit, 5x LRAR's, cap stable 46.7% (non-rem cap supported), 149k of EHP, costs arround 2.33b.


yes and its not the rep amount its the range that makes RR stack.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Anhenka
Native Freshfood
Minmatar Republic
#429 - 2015-04-23 04:35:22 UTC
Tiddle Jr wrote:

I've found that Nestor fit, 5x LRAR's, cap stable 46.7% (non-rem cap supported), 149k of EHP, costs arround 2.33b.


So I can bring two fit Triage carriers (before insurance return), or around 6 Triage carriers (after insurance return) for the price of a single decent logi BS that has less EHP than a standard fleet Dominix, a 25 Km rep range, and repairs less than a single triage rep?

*Start Sarcasm* It's a wonder Nestors are not more popular with these sort of qualifications. *End Sarcasm*

Well I think we have established that there's a reason the Nestor is not used as a common armor logi in BS fleets. I knew it was bad, but I didn't realize it was that bad.

That being said, thanks for actually going out and finding the fit.

2.33 Bil for a repping BS though is crazytrain.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#430 - 2015-04-23 05:02:08 UTC  |  Edited by: Tiddle Jr
Anhenka wrote:
Tiddle Jr wrote:

I've found that Nestor fit, 5x LRAR's, cap stable 46.7% (non-rem cap supported), 149k of EHP, costs arround 2.33b.


So I can bring two fit Triage carriers (before insurance return), or around 6 Triage carriers (after insurance return) for the price of a single decent logi BS that has less EHP than a standard fleet Dominix, a 25 Km rep range, and repairs less than a single triage rep?

*Start Sarcasm* It's a wonder Nestors are not more popular with these sort of qualifications. *End Sarcasm*

Well I think we have established that there's a reason the Nestor is not used as a common armor logi in BS fleets. I knew it was bad, but I didn't realize it was that bad.

That being said, thanks for actually going out and finding the fit.

2.33 Bil for a repping BS though is crazytrain.


Please don't get me wrong, you've asked no matter it was more theoretically and i've done some homework. It's really no point to have it on large scale battlefield the only thing i could think is small but pimped gang of faction bs + t3 hunting down their victims at wormholes.

And you right for that price i could drop a wing of guardians or couple of archons.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Speedkermit Damo
Republic University
Minmatar Republic
#431 - 2015-04-23 12:02:42 UTC
Karash Amerius wrote:
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.


Serves CCP right in many ways, these ships should never have been introduced in the first place.

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Shady Anonymous Donor
Doomheim
#432 - 2015-04-23 13:59:42 UTC
Full disclosure: I have never owned a capital ship myself (freighters don't count), nor have I ever taken part in 0.0 warfare to any meaningful degree, so my views may be inaccurate.

The way I see it, there is not one but two separate problems with caps:
1. They lack a well defined purpose. You could say that Dreads and Titans are meant for structure bashes but in reality, they are usually replaced in this role by large numbers of smaller, less vulnerable hulls. The upcoming sov changes will further aggravate this lack of purpose and make dreads in particular little more than shiny hangar decorations.
2. Those caps that can hold their own against subcap fleets (sentry carriers and supercarriers) become an unbeatable wrecking ball (heh), if the owners drop enough ISK to reach a critical mass of said cap hulls.

The solution I would propose would be to address problem #2 and get the solution to #1 with little to no effort. It goes as follows:
1. Introduce a stacking debuff to all capitals on grid which would make them more fragile and less effective. For example, for each additional cap landing on grid, all caps have their resistances reduced by one percentage point and their scan resolution by 1 (down to a minimum scan res of 10 or so). You can call it "Accumulated Interference and Disruption of Subsystems" .

2. Bring back tracking Titans. The proposal above should make stacking Dreads and Titans a losing strategy, as they would become increasingly vulnerable to subcaps and Bombers, but in small numbers and with a strong subcap support fleet, they could reclaim their role as heavy-duty fleet DPS (and possible primary target).

3. This is an optional step, but imo it would help ensure a healthy population of caps and supers in the years to come: Remove capital BPOs from the game. Instead, have the four empires distribute limited numbers of BPCs via silent auctions. This way, CCP could have an easy means of 'population control', as well as another ISK sink and a canary for which capital ships are becoming OP (as their BPC bids would naturally rise). Yes, the fat cats would probably snatch up the first few rounds of BPCs for ludicrous prices. But over time, they would figure out that there is a healthy ratio of caps/coalition size and the BPCs would become affordable for smaller entities.

So yea, that,s my proposal. Feel free to poke holes in it.
davet517
Raata Invicti
#433 - 2015-04-23 15:11:53 UTC
I think most of the suggestions here are just so much re-arranging the deck-chairs on the Titanic. Here's the problem:

Grinding through structure HP will become far less important in the new sov scheme.

No grinding means that caps (much less super-caps) aren't worth the risk entailed in fielding them, especially since the de-facto primary in any fight (the ship with an active entosis link) can't receive reps.

The result is that caps and super-caps have no role that justifies their cost, other than fighting over moons, and that role will disappear when the structure changes hit. Other, less costly doctrines can and will be just as effective.

There's the problem to be solved. Solve that. Arguing over balance issues is pointless when you're arguing about balancing ships that aren't going to get used unless they get a new reason for being in the fozzie-sov era.
Dr Cedric
Science and Trade Institute
Caldari State
#434 - 2015-04-23 20:12:53 UTC
davet517 wrote:
I think most of the suggestions here are just so much re-arranging the deck-chairs on the Titanic. Here's the problem:

Grinding through structure HP will become far less important in the new sov scheme.

No grinding means that caps (much less super-caps) aren't worth the risk entailed in fielding them, especially since the de-facto primary in any fight (the ship with an active entosis link) can't receive reps.

The result is that caps and super-caps have no role that justifies their cost, other than fighting over moons, and that role will disappear when the structure changes hit. Other, less costly doctrines can and will be just as effective.

There's the problem to be solved. Solve that. Arguing over balance issues is pointless when you're arguing about balancing ships that aren't going to get used unless they get a new reason for being in the fozzie-sov era.



We should remember that parts of FozSov does include shooting at the new structures as part of the "flipping" mechanic. Not to mention, there will probably be some smart people out there that develop semi-op Capital-centric fleet doctrines that consistently do as good or better with the new entosis mechanic.

Cedric

Shady Anonymous Donor
Doomheim
#435 - 2015-04-23 22:13:33 UTC
davet517 wrote:
I think most of the suggestions here are just so much re-arranging the deck-chairs on the Titanic. Here's the problem:

Grinding through structure HP will become far less important in the new sov scheme.

No grinding means that caps (much less super-caps) aren't worth the risk entailed in fielding them, especially since the de-facto primary in any fight (the ship with an active entosis link) can't receive reps.

The result is that caps and super-caps have no role that justifies their cost, other than fighting over moons, and that role will disappear when the structure changes hit. Other, less costly doctrines can and will be just as effective.

There's the problem to be solved. Solve that. Arguing over balance issues is pointless when you're arguing about balancing ships that aren't going to get used unless they get a new reason for being in the fozzie-sov era.

I would like to encourage you to read my post right above yours where I am trying to address the problem you describe among others.
Hemmo Paskiainen
#436 - 2015-04-23 22:42:20 UTC  |  Edited by: Hemmo Paskiainen
Tl:dr You all had your fun making eve less fun for everyone else. How was the donut tasting last two years? Having lots of fun in the ultra diverse geopolitical climate of eve past two years? That\s meant sarcastically in-case you didn't noticed. Stop crying, eat your shorts and welcome 2007 again. Although, it would probably take another 2 years before that fun level has been reached. oAttentiono

The sandbox said: you are responsible for you own actions.

(Super)caps should be structure related only or to be removed completely without reimbursement.

Real men use skills.

If relativity equals time plus momentum, what equals relativity, if the momentum is minus to the time?

Anhenka
Native Freshfood
Minmatar Republic
#437 - 2015-04-23 23:00:08 UTC  |  Edited by: Anhenka
Shady Anonymous Donor wrote:

I would like to encourage you to read my post right above yours where I am trying to address the problem you describe among others.

The scaling loss of resistance proposal is basically a game mechanic equivalent of saying:

"We have no idea how to make these ships fit into a role, or how to make them not excessively powerful in large groups, nor are we willing to change their function significantly, so we are going to settle for an arbitrary mechanic that makes them **** if you bring a lot of them." Not going to happen.

Even if titans got their tracking back with Fozziesov, it would not be all that relevant since the situations that created the massive battles where tracking titans were useful (Dominion timers) are getting removed.

The limited BPC auctions are bad because it takes the tools that benefit people who have them, makes it easier to acquire money if you own them, then restricts obtaining them to the people that already have the money and can afford to pay more in the auctions.

TLDR: No, No, and No.

However the changes capitals occur, there are three basic criteria that the change needs to fit.

1: People must have a reason to deploy capital class ships away from structures. And more than just as links.
2: Large numbers of carriers should not be able to fulfill both the tank and dps role at the same time.
3: Capitals must be accessible to everyone with the mineral resources to create them.

#1 is required because with the removal of Sov structure grinding, the only relevant uses for carriers/dreads in PvP is Bashing POS's, Repping POS's, and Triage (Yes I know you WH's have some unusual uses, but it's not relevant in this discussion). Simply tweaking existing numbers does nothing to encourage people to use capitals in Fozziesov.

#2 Is required because carriers ability to both tank and DPS at the same time means that carriers can be used exclusively in static defense locations through the use of non fighter drones. That's basically been the main problem with them over the past few years. Yet you can't remove non fighter drones or repping power/range and not add other abilities without both greatly setting back #1 and making ratting and Lv V mission carriers nearly useless.

#3 Is required because there are current massive capital stocks. Removing the ability to freely build caps and supercaps means that those who have caps now gain a massive advantage over any up and coming group. Especially in a limited auction format like you proposed.

The people with the caps own the highend moons, because it's too much effort to bash Dickstars without them. Since they have the caps, they get the moons. Because they hold the moons, they have the money. Because they have the money they can use part of it to capture the lions share of the new capital construction.

TLDR: None of the three proposals will work.

From my point of view, the only effective solution (That I have seen so far) to all three requirements is to move the carrier out of fulfilling both tank and gank roles by moving it into a local force multiplier role for assisting ongrid subcaps.

This removes the ability to create giant death balls of slowcats, and gives them incentives to be deployed on grid in Fozziesov. This means more opportunity for people to counterdrop dreads, supercarriers, or titans on them in turn.

https://forums.eveonline.com/default.aspx?g=posts&m=5685883#post5685883

Was my proposal on the general shape of changes. It certainly has some holes in so far as in what bonuses to give to each racial carrier post patch, but the framework seems to be fairly solid in fixing most of what people consider the most useless or most overpowered aspects of carriers in Dominion Sov.
Dantelion Shinoni
Empirical Inventions
#438 - 2015-04-24 12:22:14 UTC
Anhenka wrote:

The limited BPC auctions are bad because it takes the tools that benefit people who have them, makes it easier to acquire money if you own them, then restricts obtaining them to the people that already have the money and can afford to pay more in the auctions.


It's not as bad as you think.

There are many benefits to it, it would bring something tangible for Market PvPers to strive for. Once every few days you would have THAT auction everyone will be after, or better corps could organize themselves to deny access to the station where the BP is sold.

Not only would it help make more ISKs disappear from the market, but it would also do a great job giving a way to regulate the amount of Caps and Supers in the game.

Sure, it's likely only the most wealthy will be able to get those BPs, but it's a good drawback in my opinion.

Anhenka wrote:

#3 Is required because there are current massive capital stocks. Removing the ability to freely build caps and supercaps means that those who have caps now gain a massive advantage over any up and coming group. Especially in a limited auction format like you proposed.


A limited auction would definitely prevent the scenario where we have to many of them around from happening again in the future, just to say.

But I can see how the fact that they are so many of them out there would give a massive advantage to those who already have them en-masse, and that while the others rip themselves apart to obtain the 1-10-runs of the week through the auctions.

The only solution I can see is, once again, making sure those things die.
But if they are so prone to die, people need a reason to get them out there despite the massive amount of investment that went in them.

So they have to be prone to die, BUT be impactful enough that people will actually field them.

And this come back to the whole fleet-wide buffer, them being the damage-sponge of the fleet. Even when they are not targeted they would redirect damage to them from their fleet-mates on the grid, that alongside everything else they do.
And this is where things can be tweaked to make them die and make them have enough of an impact.

Want them to be more or less impactful, and/or more or less prone to die to be worth their price? Tweak the damage they redirect and/or the damage they mitigate.

Of course, this might not lead to them actually dying if all the damage they absorb can be just rep away without consequences.
So I think that the ability to be repaired through common means should be entirely removed from all Capitals. Instead there could be a mandatory module that would take care of removing damage but that at a very expensive cost, consuming a lot of Strontium for example, that to the point where letting a Cap runs its course would be sometimes better than trying to repair it.

To sum it, they would redirect and absorb damage from the fleet, do their usual Capital things, either die, have to be repaired for a lot, or be milked for their last hundred thousands HP. A bit like consummable fleet-buffers. Consummables that would be limited in numbers by the limited auctions.

Ok that train of though went longer than I expected....


Anhenka wrote:


From my point of view, the only effective solution (That I have seen so far) to all three requirements is to move the carrier out of fulfilling both tank and gank roles by moving it into a local force multiplier role for assisting ongrid subcaps.

This removes the ability to create giant death balls of slowcats, and gives them incentives to be deployed on grid in Fozziesov. This means more opportunity for people to counterdrop dreads, supercarriers, or titans on them in turn.


A lot of people seem to agree on them deriving their power more from unique, grid force-multiplication than from their other aspects.
I personally, in my humble and noobish and probably misplaced opinion, think this is the best role they can have.
Problem is many are going to be unhappy about the strategy of massing them being inefficient. Maybe, as others have said in the thread, this is the price to pay, "this is a sandbox", and all that jazz.
Haatakan Reppola
Science and Trade Institute
Caldari State
#439 - 2015-04-24 16:43:28 UTC
WHY do we need large changes to capital ships?
Null, low and WH all use carriers for logi as it is now. Dread make short work of carriers, SC and Titan may be a bit costly but not needing siege to do dps is a huge bonus over Dreads (SC do same or more dps than sieged Dread, and have ALOT more range)

Titan does good dps, dont use siege, fleet booster (assume it need some changes to strenght) and can bridge fleets around.

Make sure Carrier have a good role after sov changes and the rest will follow, that role dont need to be linked sov in any way for it to be good
Rowells
Blackwater USA Inc.
Pandemic Horde
#440 - 2015-04-24 17:00:54 UTC
Haatakan Reppola wrote:
WHY do we need large changes to capital ships?
Null, low and WH all use carriers for logi as it is now. Dread make short work of carriers, SC and Titan may be a bit costly but not needing siege to do dps is a huge bonus over Dreads (SC do same or more dps than sieged Dread, and have ALOT more range)

Titan does good dps, dont use siege, fleet booster (assume it need some changes to strenght) and can bridge fleets around.

Make sure Carrier have a good role after sov changes and the rest will follow, that role dont need to be linked sov in any way for it to be good

the whole reason caps were introduced was for structure warfare. Not cap killing for the sake of cap killing.