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Player Features and Ideas Discussion

 
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Capital Roadmap

Author
Leyete Wulf
Caldari Provisions
Caldari State
#1 - 2014-01-13 20:20:18 UTC
We all know capital ships are broken. There's no denying it.
There is no clear path of progression into capital ships, no real balance of power, and far too little discussion about them.
The simple truth is that there are two approaches to capital use. All or Nothing.

The path to rectifying these issues will be long and arduous so if you aren't ready for a wall of text now is the time to stop reading.

In sub-capitals ships follow logical and straight-forward progressions. Ships are organized by race size and role.
The variety in these categories is woefully absent once a pilot moves into capital hulls.
In capitals hulls a pilot has four choices: dread, carrier, super-carrier, or titan.
Nomimally the roles for each of these is described as follows:
Dreadnought: Direct Damage
Carrier: Anti-Support
Super-Carrier: Logistics
Titan: Anti-Capital/Leadership
As anyone who has spent time around capitals can tell you that's not how it actually works out.
Its more like this:
Dreadnought: Thinly tanked capital can't kill most other capitals without risking annihilation.
Carrier: Now an oversized drone-boat more useful as a logistics hull or transporting ships across low/null than actual fighting
Super-Carrier: Logistics, and damage, and tanking, and fiel control
Titan: If you aren't going to use that DD might as well leave this safely in the POS.
What happened to the tacklers who catch and hold prey so the damager dealers can apply their firepower while the electronic warfare and zone control ships keep the enemy logistics/ewar at bay?
Where is the tactical prowess in the 300 archon blob?

Of course there are a few simple immediate steps that can help alleviate the standing issues.
Disallowing ships that are under fire from using neighbouring ship's fitting services. Limiting drone assistance. Nerfing sentry tracking/targeting.
But honestly its just about time for capitals to get some love/hate/love.

The existing capital ships should be replaced with more hulls each with a more distinctive role.
Dreadnought --> has two roles capital vs capital and capital vs structure
Actually Dreads are fine the way they are role-wise but they should have their bonuses adjusted so that they apply damage to other capitals better when not sieged and against structures better when they are sieged so they can fill their niche properly (may not even be necessary after the other changes I recommend)

Carrier --> has four roles
Jump-Capable Ship Transport : A dedicated Jump Freighter variant with a massive ship hangar instead of a massive cargo bay.
Carrier : A launch platform for fighters (Honestly I think carriers shouldn't even be able to use drones, if you want drones bring a Domi, but I'm sure some of you disagree)
Logistics : A dedicated capital logistics platform with the existing triage module for more variety and strategy in fleet deployments.
Remote Fitting Service : This is part of what makes carriers and supers broken. The Mobile Depot has almost obviated the need for this in static battles and re-fitting mid-battle while cool is illogical in my opinion.

Super-Carrier --> has essentially the same roles as carriers but without the use as a transport (since they can’t be docked in stations or travel into low sec) and with more firepower courtesy of fighter-bombers.
Fleet Carrier : Imho this should be the leadership hull in capitals. Essentially a larger heavier carrier with the leadership bonuses of the titan and no triage.

Titan → part jump bridge, part giant command ship, mostly a doomsday device on wheels.
Special Weapons Ship : The doomsday weapons system in a ship dedicated to that purpose.
Portable Bridging Unit : These deployable structures once anchored can be connected to form a temporary gate between two parts of space. They burn fuel just like titan-bridging but do not require an internal capsuleer.
Mobile War Station : Everything the titan is/was supposed to be according to EVE lore. This is the titan as it was meant to be. Uses the current titan model and a bastion like module with a long timer. The titan when deployed serves as a fixed station with both internal weapons and anchorable weapons platforms, a full docking and fitting service and a powerful forcefield roughly equivalent to a large POS or hub. Additionally the mobile war station can be anchored anywhere in space (at least 100k away from celestials) and would not be visible on overview and thus must be scanned down. Anchorable weapons logistics ewar etc platforms allow the mobile war station to deploy its own ‘death star’ providing a base in hostile space.

Additional Capitals:
Capital Interdictor : A smaller (only slighty larger than BS) capital which can fit three ‘Capital Iterdiction Beam I’ a high slot module which prevents capitals from warping and jumping.
Assault Carrier : Either a low tank high damage drone/fighter carrier or a T2 BS with similar tactical utility.
Batelle
Federal Navy Academy
#2 - 2014-01-13 20:25:53 UTC
Its impossible to separate your assessments of the current state of capitals from your suggestions for how they should be changed.

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HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#3 - 2014-01-13 20:33:17 UTC
Are you saying supers can't go to low or that they shouldn't?
An interdictor that's the size of a battleship is going to die fast to any cap.
And fighters use all of the space that carriers have and drones don't, guess which get used.
Zhilia Mann
Tide Way Out Productions
#4 - 2014-01-13 21:48:52 UTC
It would be easier to take your suggestions seriously if you showed any knowledge of how caps and supers currently work. As is, please look into current mechanics and reformulate based on those.