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Supercapital rebalance

Author
Catherine Laartii
Doomheim
#1 - 2015-09-22 11:51:40 UTC  |  Edited by: Catherine Laartii
So after *carefully* considering it for a bit, i think a decent way to go about super cap rebalance would be to give them modes. Each of these modes should be useful for a variety of situations, and give valuable and unique play styles to both titans and supercarriers.
My reasoning for this stands: In the absence of applicable content for supercapitals, their roles need to be expanded to retain their usefulness

TITANS

Staging mode:
  • Ship becomes immobile, and extends its shields as a bubble

  • Gains the ability to act as a fleet beacon, allowing for ships to jump to it without the need for a cyno

  • 5000% increase in shield capacity

  • Cannot be activated within a 50km radius of another ship (including during activation process)

  • Takes 10 minutes to activate, can mode swap back during activation process (resets timer)

  • Doomsday mode
  • Can use Doomsday module

  • 500% damage bonus to racial weapon (ship hull loses the 100% damage per level bonus as it currently stands anyway, so damage bonus is only in this mode)

  • Superiority mode:
  • 1000% tracking speed bonus, damage reduction to subcaps removed (no damage bonus included, so dps remains within acceptable margins for subcap engagements)

  • -


    All titans get their damage bonuses removed in favor of a 10% optimal range bonus per level (leviathan gets missile velocity and full citadel missile damage bonus instead of kinetic lock). All XL weapons get a 25% damage increase.

    -



    SUPERCARRIERS

    Staging mode
  • Same mode bonuses as with titan's staging mode

  • Purveyor mode
  • 50% reduction to jump fatigue
  • 50% increase in jump range

    Flagship mode
  • 100% bonus to fighter and fighter-bomber max speed
  • 30% bonus to the effectiveness of warfare links



    Each of these modes are designed around specific roles, without necessarily focusing so much on bonuses as we see with the T3 destroyers. Staging mode could be complemented with a basic flat increase in hangar capacity for both titans and supercarriers, while each mode for both classes would have a full minute cooldown time. I would like these abilities to be reflective of the skill and cost investment that goes into supercapitals, and to give them all clear usefulness. For now, i'd be reticent about giving carriers and dreadnoughts modes, although i am open to the idea.

    Please let me know if any of these stats should be adjusted. I would like to state that large increase in tracking speed for titans puts them at around battleship-level tracking speeds, which i thought was acceptable. Similarly, the large shield increase puts it in line with current shield hp levels on large starbases, albeit a little bit more in the case of ships like the Leviathan.

    NOTE: Forgot to mention active hardeners can't apply to the ships in Staging mode.
    Tabyll Altol
    Viziam
    Amarr Empire
    #2 - 2015-09-22 12:02:15 UTC  |  Edited by: Tabyll Altol
    Catherine Laartii wrote:
    So after *carefully* considering it for a bit, i think a decent way to go about super cap rebalance would be to give them modes. Each of these modes should be useful for a variety of situations, and give valuable and unique play styles to both titans and supercarriers.


    TITANS

    Staging mode:
  • Ship becomes immobile, and extends its shields as a bubble

  • Gains the ability to act as a fleet beacon, allowing for ships to jump to it without the need for a cyno

  • 5000% increase in shield capacity

  • Cannot be activated within a 50km radius of another ship (including during activation process)

  • Takes 10 minutes to activate, can mode swap back during activation process (resets timer)

  • Doomsday mode
  • Can use Doomsday module

  • 500% damage bonus to racial weapon (ship hull loses the 100% damage per level bonus as it currently stands anyway, so damage bonus is only in this mode)

  • Superiority mode:
  • 1000% tracking speed bonus (no damage bonus included, so dps remains within acceptable margins for subcap engagements)

  • -


    All titans get their damage bonuses removed in favor of a 10% optimal range bonus per level (leviathan gets missile velocity and full citadel missile damage bonus instead of kinetic lock)

    -



    SUPERCARRIERS

    Staging mode
  • Same mode bonuses as with titan's staging mode

  • Purveyor mode
  • 50% reduction to jump fatigue
  • 50% increase in jump range

    Flagship mode
  • 100% bonus to fighter and fighter-bomber max speed
  • 30% bonus to the effectiveness of warfare links



    Each of these modes are designed around specific roles, without necessarily focusing so much on bonuses as we see with the T3 destroyers. Staging mode could be complemented with a basic flat increase in hangar capacity for both titans and supercarriers, while each mode for both classes would have a full minute cooldown time. I would like these abilities to be reflective of the skill and cost investment that goes into supercapitals, and to give them all clear usefulness. For now, i'd be reticent about giving carriers and dreadnoughts modes, although i am open to the idea.

    Please let me know if any of these stats should be adjusted. I would like to state that large increase in tracking speed for titans puts them at around battleship-level tracking speeds, which i thought was acceptable. Similarly, the large shield increase puts it in line with current shield hp levels on large starbases, albeit a little bit more in the case of ships like the Leviathan.


    Oh boy where to start but to make it easy, the biggest and strongest ships should get a huge buff to make the even stronger ? Sound silly to me but I´ll take a look:

    Titans:

    Staging mode

    Sounds like a tower which you can´t attack, how are the enemys able to remove it from space ?

    Doomsday mode:

    500% to eg. a Leviathan would make a 50k volley, nice i would like to have a ship like that.

    Superiority mode

    This mode would a Titan make a good subcapkiller with a very nice tank, there a reasons why the track so slow.

    Supers:


    Staging mode:

    Why a second time ?

    Purveyor mode

    Oh somebody is mad that could not jump across the universe without jump out when they are scared.

    Flagship mode

    Sounds like a booster and okay for me.

    A little note the cost of a ship should not reflect it´s strenght.

    And for short:

    -1 not supported
    Rawketsled
    Generic Corp Name
    #3 - 2015-09-22 12:11:32 UTC
    What problems/limitations do supers and titans currently have that this proposal fixes?

    I don't see any.
    Thron Legacy
    White Zulu
    Scorpion Federation
    #4 - 2015-09-22 12:25:08 UTC
    the ship you are looking for is called Svipul
    -1
    Catherine Laartii
    Doomheim
    #5 - 2015-09-22 12:38:48 UTC
    Rawketsled wrote:
    What problems/limitations do supers and titans currently have that this proposal fixes?

    I don't see any.

    Do you have a better idea? This fixes a great deal of their inflexibility and lack of options. Currently the issue that they face is a lack of content options, not necessarily so much problems with the ships themselves being broken. Giving them more playstyle options is a logical and valid choice to make in balance in the absence of viable content, which was removed with fozzie sov.
    Danika Princip
    GoonWaffe
    Goonswarm Federation
    #6 - 2015-09-22 12:49:20 UTC
    So...

    Where am I going to use an invulnerable POS or a 100b battleship?
    Catherine Laartii
    Doomheim
    #7 - 2015-09-22 12:50:16 UTC
    Tabyll Altol wrote:


    Oh boy where to start but to make it easy, the biggest and strongest ships should get a huge buff to make the even stronger ? Sound silly to me but I´ll take a look:

    Titans:

    Staging mode

    Sounds like a tower which you can´t attack, how are the enemys able to remove it from space ?

    Doomsday mode:

    500% to eg. a Leviathan would make a 50k volley, nice i would like to have a ship like that.

    Superiority mode

    This mode would a Titan make a good subcapkiller with a very nice tank, there a reasons why the track so slow.

    Supers:


    Staging mode:

    Why a second time ?

    Purveyor mode

    Oh somebody is mad that could not jump across the universe without jump out when they are scared.

    Flagship mode

    Sounds like a booster and okay for me.

    A little note the cost of a ship should not reflect it´s strenght.

    And for short:

    -1 not supported


    First off, damage bonus in doomsday mode is actually the same as it is right now for bonuses. So unless you don't have any interest in training past amarr titan 1 to take advantage of the 100% damage bonus per level they currently get that totals up to 500%, then not really much changes other than people who get into the biggest ships in the game being able to use them much better when they are first getting into them.

    The Staging mode is meant to replace the function of a starbase, as those are going away with the introduction of the new structure meta. I *actually* used math and so the shield values are fairly consistent with the HP of a a large starbase, and the restrictions for setting it up apply similiarly so as not to abuse it in the middle of a battlefield.

    Purveyor mode applies well for a supercarrier as a flagship vessel role since it gives it greater projection ability and subsequently better ability to project its core role as a fleet support vessel.
    Catherine Laartii
    Doomheim
    #8 - 2015-09-22 12:51:19 UTC
    Danika Princip wrote:
    So...

    Where am I going to use an invulnerable POS or a 100b battleship?

    it's not invulnerable, it's around the same hp values as a normal large starbase. You also can't activate hardeners on it, which i should have clarified.
    Danika Princip
    GoonWaffe
    Goonswarm Federation
    #9 - 2015-09-22 12:53:35 UTC
    Catherine Laartii wrote:
    Danika Princip wrote:
    So...

    Where am I going to use an invulnerable POS or a 100b battleship?

    it's not invulnerable, it's around the same hp values as a normal large starbase. You also can't activate hardeners on it, which i should have clarified.



    Okay, so, when am I going to use an extremely vulnerable POS then.

    or a 100b battleship.
    Catherine Laartii
    Doomheim
    #10 - 2015-09-22 13:05:17 UTC
    Danika Princip wrote:
    Catherine Laartii wrote:
    Danika Princip wrote:
    So...

    Where am I going to use an invulnerable POS or a 100b battleship?

    it's not invulnerable, it's around the same hp values as a normal large starbase. You also can't activate hardeners on it, which i should have clarified.



    Okay, so, when am I going to use an extremely vulnerable POS then.

    or a 100b battleship.

    It sounds like you're saying you want to choose between eating an apple and riding a giant duck.
    Samillian
    Angry Mustellid
    #11 - 2015-09-22 13:27:48 UTC
    While I'm sure your heart is in the right place really you would be better off studying Manfred Sideous's excellent Capitals and Supers Rebalance Suggestions thread.

    He has years of experience with capitals and supers both as an FC and as a pilot and most of the thread is well worth the time it takes to read.

    NBSI shall be the whole of the Law

    Xaros IX
    Doomheim
    #12 - 2015-09-22 13:34:26 UTC  |  Edited by: Xaros IX
    Like every other ship, people buy them to have fun. And yes, supers are fun, but now that there are too many of them, dont expect drastic changes to happen. You propose for Titans to become something like a pos or a ministation. Its not a bad idea, has been mentioned before, but you need to think about people paying money (plex's) to get supers and have fun.

    Supers were great when scarce. Its gonna be a beetch to rebalance them. One solution would be to nerf hitpoints on supercarriers and make them dockable (another dps machine but bombers only). Like a Tier 2 carrier. Then CCP could start thinking about creating a true Mothership platform, that would be role specific. That way you dont upset supercarrier owners a lot. Its still gonna be expensive and you will still need sov to cook them.

    As for titans, thats gonna be problematic. Originally it was a portal machine. Maybe it could lose the guns and stick to the DD ( not sure on that). That way you employ it for a specific reason. And also remove the fleet bonuses and hand them to the new Mom class.

    So , it boils down to figuring out a strategy to make a stable transition from the old to the new. You need to factor in a lot of variables
    Danika Princip
    GoonWaffe
    Goonswarm Federation
    #13 - 2015-09-22 13:38:18 UTC
    Catherine Laartii wrote:

    It sounds like you're saying you want to choose between eating an apple and riding a giant duck.



    When am I going to want to spend 100b on a worse POS, when I can use either a POS or a citadel to do it better?

    Why am I going to want to spend 100b on a ship that does damage equivalent to that of a battleship?
    Rawketsled
    Generic Corp Name
    #14 - 2015-09-23 02:30:13 UTC
    Catherine Laartii wrote:
    Rawketsled wrote:
    What problems/limitations do supers and titans currently have that this proposal fixes?

    I don't see any.

    Do you have a better idea? This fixes a great deal of their inflexibility and lack of options. Currently the issue that they face is a lack of content options, not necessarily so much problems with the ships themselves being broken. Giving them more playstyle options is a logical and valid choice to make in balance in the absence of viable content, which was removed with fozzie sov.

    Yes.

    Give Supers a module that applies a grid-wide (I know, legacy code) faction specific damage bonus. Sounds potato, but it gives a meaningful fitting choice for all fleets on grid. Also give them super-sized ewar. There's a remote ECM burst. Add AOE tracking disruptors, painters, and dampeners. Make them scriptable, like HIC points, so they can punch through siege and triage modes.

    Do NOT add AOE webbers or neuts. And we already have bubbles, the job of AOE point is already taken.

    Space Harpoons need to be added too. It's a crazy idea, but one that'd make Supers useful without just outright buffing their EHP or DPS.


    When it comes to Titans, I'm going to endorse something that Fozzie said many months ago on the EDU Show.

    Grid-wide w-space effects.

    Changing the terrain that we fight on is what supers and titans should be used for. Ships with bigger guns are boring. Ships with more reps are boring. Give them abilities that no other object in game can do.