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Giving carriers some utility: util fighters or launching subcaps

Author
Frostys Virpio
State War Academy
Caldari State
#21 - 2016-03-09 19:27:06 UTC
Ligraph wrote:
Ligraph wrote:
Shalmon Aliatus wrote:
Can you tell me why you "need" utility drones ?

The only ones that come to mind are ecm.

Also you might want to look at this.

For the idea of controlling subcapitals: if you want to control a subcapital, fly it yourself (or bring someone else to do it).

I like the idea of carriers being able to carry piloted ships (something I guess is one the list people in EVE want since day one and I hope CCP can do it with the new servers and all the ofther stuff and seriously: why does a capital (even the dreads with the citadel expansion) need a ship maintenance if not for the exact reason to bring some support ships with them ?)


Couple of reasons:

  1. They have this utility now, its being taken away in Citadel.
  2. Lore: They carry ships and control fighters. Why not control ships too?
  3. It allows carrier pilots to customize their fighter squadrons however they want.


Think of it this way: if a carrier can control a fighter (combat ship), whats to stop them from controlling a lowly mining barge?


Well for one, the former is designed to be controlled via carrier while the other one is designed with a capsuler-ship interface.
Shalmon Aliatus
Bluestar Enterprises
The Craftsmen
#22 - 2016-03-09 21:53:12 UTC
Maybe my question wasn't clear: What kind of utility are you missing ? Please don't tell me you are mining with your carrier...
Ligraph
The Scope
Gallente Federation
#23 - 2016-03-10 07:28:46 UTC
Shalmon Aliatus wrote:
Maybe my question wasn't clear: What kind of utility are you missing ? Please don't tell me you are mining with your carrier...


Scouts is probably the biggest thing.

But suppose we have a carrier soloing a c5 wormhole (assume no pvp here...).

Since it is a "carrier", it should be able to carry ships for gassing, mining (if it wanted to), hacking, scouting and closing holes, etc.

That's just what I envision a carrier as.
Shalmon Aliatus
Bluestar Enterprises
The Craftsmen
#24 - 2016-03-10 12:18:56 UTC
For scout drones:

Light Fighter Squadrons: Anti-Fighter (Equite, Locus, Satyr, Gram)
Squadron Size: 12
Speed: 1200ms
HP: 20k (1.7k Per Fighter, T2 Variants get 30/15% resist bonuses to racial resists)
Signature Radius: 40
Excellent at killing enemy fighter squadrons. Their base speed is higher than any other fighter squadron, but their speed with Evasive Maneuvers is lower. So positioning these to intercept will be challenging. Once they do, they will own enemy fighter squadrons.

Ability 1: Micro Missile Swarm
* Range: 20km
* Damage: 500DPS
* Application: Better than light missiles
* Damage Multiplier: 10% (applied when used against anything other than a Fighter or Drone)

Ability 2: Evasive Maneuvers
* Duration: 10s
* Cooldown 60s
* Speed Bonus: 200%
* Sig Radius Bonus: -80%
* Resist bonus: +50%

For your other point:
It can carry all those ships. The tasks you described can be done with mining frigates and you can take a bunch of them with you in your ship maintenance (and a battleship for closing holes).

But you have to fly them manually. Otherwise you don't get a carrier, you get a mothership like in Homeworld 2.
A ship that can do everything is very bad for game balance, because why should you bother getting anything else ?
Ligraph
The Scope
Gallente Federation
#25 - 2016-03-10 18:56:46 UTC
Shalmon Aliatus wrote:
For scout drones:

Light Fighter Squadrons: Anti-Fighter (Equite, Locus, Satyr, Gram)
Squadron Size: 12
Speed: 1200ms
HP: 20k (1.7k Per Fighter, T2 Variants get 30/15% resist bonuses to racial resists)
Signature Radius: 40
Excellent at killing enemy fighter squadrons. Their base speed is higher than any other fighter squadron, but their speed with Evasive Maneuvers is lower. So positioning these to intercept will be challenging. Once they do, they will own enemy fighter squadrons.

Ability 1: Micro Missile Swarm
* Range: 20km
* Damage: 500DPS
* Application: Better than light missiles
* Damage Multiplier: 10% (applied when used against anything other than a Fighter or Drone)

Ability 2: Evasive Maneuvers
* Duration: 10s
* Cooldown 60s
* Speed Bonus: 200%
* Sig Radius Bonus: -80%
* Resist bonus: +50%


That's a combat scout. I mean scout as in a cloaker with combat probes kind of scout. For intel not damage.

Shalmon Aliatus wrote:

For your other point:
It can carry all those ships. The tasks you described can be done with mining frigates and you can take a bunch of them with you in your ship maintenance (and a battleship for closing holes).

But you have to fly them manually. Otherwise you don't get a carrier, you get a mothership like in Homeworld 2.
A ship that can do everything is very bad for game balance, because why should you bother getting anything else ?


I agree that manned ships should always be better than a carrier's drones. But I think carriers should be able to control ships as well, just not as good as manned ships.
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