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Random Thoughts: Role change for SC, and new Modules

Author
Crexa
Ion Industrials
#1 - 2011-10-26 21:44:54 UTC  |  Edited by: Crexa
CCP you have been struggling with supercaps for quite awhile now. First they are too strong, then too weak, now to strong again. Might I suggest a complete role change for them? Why not turn super-carriers into mobile gates. Maintain their bombers and fighters and increase their EHP by 150% (you will see why later). And give them the role of functioning as jump gates. So essentially you could have two gates from the same system leading to the same system. Require a second to complete the gate, (base range of say 4.5 ly and 1 light year per level via new super carrier skill). While they are functioning as a jump gate, they are immobile, and remain that way for a minimum of 1 hour (an adjustable amount).

With titans, why not turn them into mobile POS. Give them a shield generator say equal to a large pos, (adjustable), and the ability to anchor pos guns to them (limited number of course, based on pwr grid and cpu). Remove they monster gun they get. Let them retain the bridging capabilities.

Its great your looking into new T2 modules, but when before I mentioned introducing new modules. That is not entirely what I had in mind. I was really hoping for new ideas behind the mods. For instance, how about a module we will call a gravity inhibitor projector. It the opposite of a web, and it allows you to increase the velocity of the ship its projected onto, (restricted of course by the normal stacking penalties, lock range, tracking speed, and skill level).

"F=ma, so obviously they're putting mouths against arses to produce a force." "...its breakfast time and i am very hungry. may i have some of your paint chips?"

Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2011-10-26 22:06:05 UTC
What is this I don't even