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Dev blog: Reworking Capital Ships: And thus it begins!

First post First post
Author
CCP Phantom
C C P
C C P Alliance
#1 - 2015-10-25 09:33:31 UTC  |  Edited by: CCP Phantom
With the Expansion EVE Online: Citadel this spring, we will see also a full revamp of Capital ships and warfare including Supercapitals!

The old N+1 meta of bringing bigger blogs to be more effective will have diminishing returns. Instead, the individual game play will become more interactive and meaningful.

Revamped fighter gameplay will introduce completely new aspects of warfare into New Eden. New capital modules, weapons, and superweapons add more options. Ewar immunity for supers will be gone, effective remote repair only possible in Triage, refitting in space with a weapons timer a thing of the past ... and we will get a set of new Capitals: Force Auxiliaries!

Check out the blog Reworking Capital Ships: And thus it begins! and please provide feedback, suggestions and your thoughts!


Please remember: These are not finished designs and may change!

CCP Phantom - Senior Community Developer

Querns
Science and Trade Institute
Caldari State
#2 - 2015-10-25 09:46:11 UTC
The long wait is finally over. Looking forward to more details going forward!

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Lair Osen
#3 - 2015-10-25 10:06:26 UTC  |  Edited by: Lair Osen
What does EWAR debuff mean?
For stasis debuff, do the ships get slowed, get their webs nerfed/buffed, get webs that are affecting them nerfed/buffed?
Please elaborate.

So the weapons timer caused by having bastion mode active means Marauders can't use mobile depots any more?

Can a capital MWD be shut off by a normal scram, or maybe just capital ones?

Anything about capitals being allowed back into Highsec to shoot the XL Citadels in HS?

1-2k seiged dread dps is still rather sad, even with BS application, perhaps 2-3k would be better. A pirate BS can do better while still able to get reps.

Focusing the logi into a small number of ships while removing EWAR immunity doesn't seem like it's going to end well.
Silence iKillYouu
Girls Lie But Zkill Doesn't
Pandemic Legion
#4 - 2015-10-25 10:09:20 UTC  |  Edited by: Silence iKillYouu
Interesting
will have to buy a CV in warships to train how to use the new fighter groups

EVE Mail me i dont check forums often.

DJWiggles
Eve Radio Corporation
#5 - 2015-10-25 10:13:51 UTC
Lair Osen wrote:
What does EWAR debuff mean?
For stasis debuff, do the ships get slowed, get their webs nerfed/buffed, get webs that are affecting them nerfed/buffed?
Please elaborate.


I think it means that any ship that has the debuff applied to them has the Ewar it can project diminished, like you said there webs or nutes get less effective
Lair Osen wrote:


1-2k seiged dread dps is just sad. A pirate BS can do better while still able to get reps.

Remember that is for hitting subcaps, for the Normal guns not much is changing iirc

Live on Eve Radio Sundays 15:00 GMT with me & friends talking about Eve and stuff. Twitter, Facebook TotalEve

DJWiggles
Eve Radio Corporation
#6 - 2015-10-25 10:15:17 UTC
Overall these are some great ideas for the changes and im looking forward to the back and forth discussions that will shape them come Spring 2016. No Doubt I will be talking about it on my Sunday show today and each week as we get more information

Live on Eve Radio Sundays 15:00 GMT with me & friends talking about Eve and stuff. Twitter, Facebook TotalEve

Dorijan
W-Space IT Department
Test Alliance Please Ignore
#7 - 2015-10-25 10:22:20 UTC
I get the whole "involve players in the actual fights" but the mentioned DD mechanics sound like World of Warcraft Boss mechanics to me: don't stand in the fire.

We'll see where EVE's capital ships end up role and gameplay wise.
knobber Jobbler
State War Academy
Caldari State
#8 - 2015-10-25 10:23:33 UTC
I'm curious about a few things:

1. When you introduce capital sized modules, what happens to the modules we have fitted to our supers? Many super owners have billions in modules both fit and as spares on supers. When these changes go live we'll suddenly have modules which are no longer applicable/usable. Would you for instance, make a deadspace energy neut that's fit to a super turn into a capital sized equivalent when it's released be something you'll consider?

2. With the talk on reduction of hit points on Supers and Titans, don't you think people will be even more risk adverse with capitals? That people will only commit them to the field if they have a guaranteed chance of not losing any?

3. In respect to Ewar immunity, can you provide clearer details on this? Will it work in a similar manner to how warp strength and warp disruption mechanics work?

4. What will happen to the Shadows on my super? Will they turn into a faction squadron? What happens when they take damage? Can I call them back to repair to full strength or are fighter squadrons now disposable items like ammo?


Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#9 - 2015-10-25 10:23:35 UTC
I like the concept of 20-50 warp strength for super caps instead of immunity.

Would you ever consider trickling down that concept to Battle Ships ? Just idly wondering if a base warp strength above 1 might be an interesting dynamic.

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Tiberizzle
Your Mom Heavy Industries
#10 - 2015-10-25 10:26:27 UTC
Limiting capital RR to triage is not the solution to N+1 you are looking for.

This reduces all capital combat to N+1 dreads and renders every other class fully irrelevant.
Korotani
Deep Core Mining Inc.
Caldari State
#11 - 2015-10-25 10:29:17 UTC
I look forward to Spring 2016! Bring on the discussions.

Trust no one. 

Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#12 - 2015-10-25 10:33:37 UTC
This all sounds awesome :D

The blog and keynote mention multiple times projecting your drones hundreds of km away, this implies to me that the 250km lock range limitation is going? Interesting...
Servjen
Giant Industrials
Center for Digital Chemistry
#13 - 2015-10-25 10:37:40 UTC
Interesting things ahead in spring 2016.

But a question as I miss one capital ship.
The rorqual.

Any news on when and how it will get love?

This is where I put my signature, right?

DeadDuck
The Legion of Spoon
Curatores Veritatis Alliance
#14 - 2015-10-25 10:40:06 UTC
Tiberizzle wrote:
Limiting capital RR to triage is not the solution to N+1 you are looking for.

This reduces all capital combat to N+1 dreads and renders every other class fully irrelevant.


Wow , you figured all that by your self after a single dev blog... you're amazing...Roll
afkalt
Republic Military School
Minmatar Republic
#15 - 2015-10-25 10:43:07 UTC  |  Edited by: afkalt
Is siege/triage duration being looked at?

ed: Or its limitations?


Basically I'm unclear why I'd use a subcap siege dread over, say, buzzsaw tempests outside of niche areas (area denial/short on headcount).

Multibillion isk asset, no RR, no long ewar immune, people can run from/run towards because it can't move....

Now if siege was shorter and more tactical or had less limitations then....perhaps.


edit2: Is there a BS pass coming to complete this circle? I realise it is a little off topic but it's something we should talk about.
DrZoid Berg
KarmaFleet
Goonswarm Federation
#16 - 2015-10-25 10:43:17 UTC
Sadly you're going to kill a lot of the usability of a normal carrier by taking away the "normal drones". Carriers are used in large scale fights (which I get that you're trying to promote these with the changes) but there are countless other uses, ratting, home defense, etc.
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#17 - 2015-10-25 10:46:52 UTC
DrZoid Berg wrote:
Sadly you're going to kill a lot of the usability of a normal carrier by taking away the "normal drones". Carriers are used in large scale fights (which I get that you're trying to promote these with the changes) but there are countless other uses, ratting, home defense, etc.

Nothing in the devpost states that the fighter squadrons will have the same stats as current fighters. I'd not worry about Carriers not being able to rat etc yet.
DrZoid Berg
KarmaFleet
Goonswarm Federation
#18 - 2015-10-25 10:54:24 UTC
Mr Floydy wrote:
DrZoid Berg wrote:
Sadly you're going to kill a lot of the usability of a normal carrier by taking away the "normal drones". Carriers are used in large scale fights (which I get that you're trying to promote these with the changes) but there are countless other uses, ratting, home defense, etc.

Nothing in the devpost states that the fighter squadrons will have the same stats as current fighters. I'd not worry about Carriers not being able to rat etc yet.


Was just a thought since it takes Geckos out of the picture.
Anth9rax
State War Academy
Caldari State
#19 - 2015-10-25 10:58:56 UTC
Am I ever going to be able to Dock my Nyx, what a waste of a character, just sitting in it.
Arden Elenduil
Unlimited Bear Works
#20 - 2015-10-25 10:59:41 UTC
The question I have is, will you let them into highsec (to assault those pesky large and XL citadels)
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