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Let's talk about Capitals and Supercapitals

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Author
Anthar Thebess
#361 - 2015-04-20 09:47:22 UTC
Make carriers less verifiable.
Create refitting slot (similar for T3) that will force people to make fitting choices before they undonck.

Make this modues 150k m3 and you have types that :
- give bonus to remote reps/ transfers but take 95% of your drone bay , and have ship maintenance bay (and allow to mount triage module)
- expand ship maintenance bay to 2mil - at the expense of limiting drone bay to 500m3
- give dps bonus to fighters (5% per level on each carrier and 10% on thanny) at the cost of reducing ship maintenance bay and respective EHP (not tank , yes big boost - but now come the next part)


Create more capital modules that can affect only capital ships - to remove some of the nonsenses.
- the same cloak that can hide noobship and titan
- the same drone link for Tristan and archon.
- the same power diagnostic for a mining barge and a carrier.

What about shiny stuff , my officer and faction mods.
Simply create capital upgrade that transforms any module to capital version of this module ( but don't allow to reverse process).

BPC sold in all NPC LP stores.
When you construct it - you get 4k m3 container that transforms to capital version for every module you put inside.
( Capital Miners for Chribba incoming )

This will perfectly balance capital ships, as they will not be able to refit and move quickly.
Yun Kuai
Garoun Investment Bank
Gallente Federation
#362 - 2015-04-20 10:11:29 UTC
The biggest issue with capital ships, more specifically Carriers, is that even a few vs subcaps is extremely strong. Take a look at lowsec where the engagements are much smaller compared to nullsec. People drop 1-2 triage carriers vs a 30man BS fleet and the BS fleet has a hard time breaking the reps, if they're even able too. Now factor that into slowcat blobs of nullsec fleets and you see where the problems are.

CCP has to make the decision to balance around large scale engagements or small scale ones. The easiest one would be to make carrier reps out of triage significantly weaker in amount. They would still be much stronger than T2 logi, and being a ship that is much harder to cap out, jam, damp, etc. This would allow them to scale into larger fleets where triage doesn't happen, without being completely overpowered in small gangs. However, small gangs could still run patheon fleets in small numbers, especially in lowsec.

On the reverse side, triage would still work well in its current form. Strong, requires sufficient force to break it solo or groups of 1-3 but can be done by subcaps with some effort. It makes triage repping strong while having the 5min window to break them since they can't receive remote effects.

My only complaint is the difference between subcap and capital HP is enormous. A max tanked BS pushes around 250k EHP whereas a carrier gets around 2.5mil EHP. Lowering the over all EHP of carriers, dreads (I'm not sure on this one since dreads are still pretty to pop, even with subcaps), Supers, and Titans just a bit to make the difference not so extreme would go a long way to making capitals not so effective against subcaps and also have the added bonus of capitals dying more often. Yay death and destruction, yay slow process of depleting the thousands of capitals stored up in game, and yay industry buff all at the same time Bear

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Tiddle Jr
Brutor Tribe
Minmatar Republic
#363 - 2015-04-20 11:42:53 UTC
With current cruisers online, carriers looks like odd and don't fit into that meta. Low sec small gangs experienced hard times on breaking of single or pair triage carriers. Only if you are specialized on hunting them down and use specific ships for that. But does it really means that carriers should half cut in their stats and roles to satisfy low sec crowds? It seams that there are too much carriers online atm so majority of capsulers could afford them.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

FT Diomedes
The Graduates
#364 - 2015-04-20 12:39:17 UTC
Yun Kuai wrote:
The biggest issue with capital ships, more specifically Carriers, is that even a few vs subcaps is extremely strong. Take a look at lowsec where the engagements are much smaller compared to nullsec. People drop 1-2 triage carriers vs a 30man BS fleet and the BS fleet has a hard time breaking the reps, if they're even able too. Now factor that into slowcat blobs of nullsec fleets and you see where the problems are.

CCP has to make the decision to balance around large scale engagements or small scale ones. The easiest one would be to make carrier reps out of triage significantly weaker in amount. They would still be much stronger than T2 logi, and being a ship that is much harder to cap out, jam, damp, etc. This would allow them to scale into larger fleets where triage doesn't happen, without being completely overpowered in small gangs. However, small gangs could still run patheon fleets in small numbers, especially in lowsec.

On the reverse side, triage would still work well in its current form. Strong, requires sufficient force to break it solo or groups of 1-3 but can be done by subcaps with some effort. It makes triage repping strong while having the 5min window to break them since they can't receive remote effects.

My only complaint is the difference between subcap and capital HP is enormous. A max tanked BS pushes around 250k EHP whereas a carrier gets around 2.5mil EHP. Lowering the over all EHP of carriers, dreads (I'm not sure on this one since dreads are still pretty to pop, even with subcaps), Supers, and Titans just a bit to make the difference not so extreme would go a long way to making capitals not so effective against subcaps and also have the added bonus of capitals dying more often. Yay death and destruction, yay slow process of depleting the thousands of capitals stored up in game, and yay industry buff all at the same time Bear


I agree that Carriers should get a larger benefit to triage mode, with a corresponding nerf when out of triage. With that said, if your opponents bring a couple of Carriers to the fight, that is an invitation to bring your own Dreadnoughts or Supercapitals to the field. That is not a reason to cry that Capitals have too much EHP or are too good. Bring the proper counter and stop whining.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Iroquoiss Pliskin
9B30FF Labs
#365 - 2015-04-20 12:47:33 UTC
Anthar Thebess wrote:
Make carriers less verifiable.
Create refitting slot (similar for T3) that will force people to make fitting choices before they undonck.


Best idea on (super)carriers yet. Smile

Altho such an advanced concept shouldn't be applied to a basic ship type, which is the carrier. I'd happily employ it for Motherships, and remove basic carriers' refitting ability completely, while also reducing logistics capability in favour of a pure attack platform.

TL;DR Bait & Switch Motherships become the new carriers, while the fixed carrier reflects the concepts seen in the real Navy.
Hsu Li
F.U.N. Inc.
The Ancients.
#366 - 2015-04-20 14:48:29 UTC
I think right now capital ships that require siege/triage module to operate are fine. Triage carrier as support ships is fine and siege dread as anti cap/structure weapon as well. Problem is when you can deploy RR supported cap blobs that can deal with caps and subcaps without problems.

Easy solution would be to force all caps and supers to use module that disallows remote assistance while it is active. Also greatly reduce their ability to deal with subcaps. I would love to see fights where caps and subcaps support each other and the side which can make this synergy work the best should win.

With this in mind I propose these changes made to caps:
All capital class weapons deals reduced damage to subcap ships (based on signature/speed?, hardcoded?)
Add new module for carriers/supers that works as siege module for their fighters/bombers increasing their hp and damage.
Change carrier bonuses to efectivness of triage/new siege module.
Carriers are able to use fighter and fighter bombers only, reduce max drones to 5.
Add new module for supercarriers that generates wormhole like effects for subcaps in fleet and on the same grid (only one can be active at the time and overwrite other gang links).
Remove/reduce titan weapon damage and make them able to fit siege module to bring their damage back up.
Doomsday device that is cycling will prevent remote assistance and will disable effects from siege module.
As a bonus maybe give fighters bonus when engaging fighter bombers.

This will allows carriers/supercarriers to be either support or dps, dreads will be specialized anti cap boats and titans either dread on steroids or doomsday device ship. Every cap will be forced to use module that increases their effectivness at the expense of RR assistance. Subcap fleet should be able to deal with unsupported caps with ease.
Anhenka
Native Freshfood
Minmatar Republic
#367 - 2015-04-20 15:26:59 UTC
Hsu Li wrote:
I think right now capital ships that require siege/triage module to operate are fine. Triage carrier as support ships is fine and siege dread as anti cap/structure weapon as well. Problem is when you can deploy RR supported cap blobs that can deal with caps and subcaps without problems.

Easy solution would be to force all caps and supers to use module that disallows remote assistance while it is active. Also greatly reduce their ability to deal with subcaps. I would love to see fights where caps and subcaps support each other and the side which can make this synergy work the best should win.

With this in mind I propose these changes made to caps:
All capital class weapons deals reduced damage to subcap ships (based on signature/speed?, hardcoded?)
Add new module for carriers/supers that works as siege module for their fighters/bombers increasing their hp and damage.
Change carrier bonuses to efectivness of triage/new siege module.
Carriers are able to use fighter and fighter bombers only, reduce max drones to 5.
Add new module for supercarriers that generates wormhole like effects for subcaps in fleet and on the same grid (only one can be active at the time and overwrite other gang links).
Remove/reduce titan weapon damage and make them able to fit siege module to bring their damage back up.
Doomsday device that is cycling will prevent remote assistance and will disable effects from siege module.
As a bonus maybe give fighters bonus when engaging fighter bombers.

This will allows carriers/supercarriers to be either support or dps, dreads will be specialized anti cap boats and titans either dread on steroids or doomsday device ship. Every cap will be forced to use module that increases their effectivness at the expense of RR assistance. Subcap fleet should be able to deal with unsupported caps with ease.


With 50k DPS, A mid sized fleet can rip though even a brick tanked linked Archon in less than a minute. Significantly less if you remove any lowslots for damage mods.

Kind of hard to be in a DPS role when a max skill Archon does 1k poorly applied DPS with 10 fighters, cant receive reps, and dies in less than a minute to a 100 man fleet. And then there's the small issues with fighters not applying damage well to anything lower than a BS, fighters being bombed off the field, requiring them to move from target to target, carriers being effectively immobile, oh and a combat fit Archon being somewhere in the range of 2.2 Billion isk.

If subs easily kill triage and in siege dreads (They already do), and suddenly easily kill non triage carriers, and carriers lose the ability to hit smaller ships, why would you ever deploy them? In your proposal even Titan's lose their sole redeeming feature of the DD, and now have to go into siege to get their dps back up to what it was before, without siege, and loses the ability to be remote repaired. 30x the dreads cost, 90x the dreads loss after insurance, equal the damage. Yaayyyy....

I'm having a hard time seeing why carriers would every be deployed in any situation other than triage or moving refit platforms, and why titans would ever leave the POS shield. Dreads might get some small use against POS's (They already do, so you didn't help anything there), but you also killed off the blap dreads, not that they are a problem.

And you also killed off the ratting carrier by even firther reducing the ability of fighters to hit smaller ships, then prohibiting the carriers from using non fighters.

TLDR: Yet one more idea with no interest in leaving capitals with a usable role beyond short lived triage, and short term structure bashing dreadnaught.
Hsu Li
F.U.N. Inc.
The Ancients.
#368 - 2015-04-20 16:15:26 UTC
Are caps fine now? I would say no, they need work.
Are caps going to be fine in new sov system? Hell no, they need work.

Don't assume todays numbers, they need to change. Who says carrier in my proposal will be doing 1k DPS? That triage carrier can't rep 50k DPS/s? That titan can't coast out of siege fast enough to receive remote reps but is then pretty much useless unless it goes back to siege?

I want fights where caps can change outcomes but are not mandatory. Where caps are dying. Where groups that drops caps only will be unable to shred subcap fleets of any size and compositions.
Siginek
Newbie Friendly Industries
CeskoSlovenska Aliance
#369 - 2015-04-20 16:20:28 UTC
Since everybody here is talking abotu carriers etc and almost nobody noticed poor dreads i think we should make some space for them too ...
First of all ... take this post as somethign from wormhole based player ... my knowledeg about 0.0 warfare is minimal so im basing theese proposals on wormhole warfare ...

So ... dreads ... actually just revelation, because all other dreads seems to be fine here, only reve is quite behind all of them ...
I liked what CCP did to phoenix ... making it heavy anti-capital ship, so i was thinking of what could be doen to revelation to make it at least half of popular as other dreads (nagl and moros aspecially) ... giving it 4% armor resist per level would just make armor phoenix from it, so i was thinking about new role for this dread ... instead of cap usage it has now, give if 5/7,5% tracking speed per level ... that would make oposition of phoenix from revelation, basically dread that is bonused to be more effective against sub-caps ... that would also be more lore-friendly, since minmatars use smaller ships rather than capitals ...

And second thing i would love to see on revelation ... make its weapons constantly firing, not just blinking like now ... give capital energy turrets 75% bonus to RoF and 75% reduction to damage, energy consumption and charge damaging ... permanently beaming revelations would just look much cooler than they do now :-)
Siginek
Newbie Friendly Industries
CeskoSlovenska Aliance
#370 - 2015-04-20 16:25:57 UTC
Hsu Li wrote:
Easy solution would be to force all caps and supers to use module that disallows remote assistance while it is active. Also greatly reduce their ability to deal with subcaps. I would love to see fights where caps and subcaps support each other and the side which can make this synergy work the best should win.


i dont know where you play, but i havent seen dread to kill enemy subcap without friendly one helping him ... what more would you like? capitals to be totally useless vs subcaps? because they are not far from that now ...
davet517
Raata Invicti
#371 - 2015-04-20 16:59:50 UTC  |  Edited by: davet517
Good topic, Manny

The problem with supers in general, and titans especially, as I see it, is risk/reward. They were designed, and priced, with the notion that they'd be rare. Being rare, they could be extremely powerful, thus justifying their massive build cost.

Well, as we know, they're not rare anymore. If they are extremely powerful, they overpower everything else, since there are so many of them. If they aren't extremely powerful, why risk them? Use something cheaper.

The answer that we've seen recently is - don't risk them. Only bring them out when you have overwhelming odds (numbers) in your favor, or a reasonable expectation that you can log them in, kill something, then log out before you get blobbed. If you don't, don't log them in. Boring.

I see no reasonable way out of that risk/reward box. I think you're only going to see super-caps deployed going forward in one-sided fights that are a forgone conclusion in the first place, as we are seeing in Delve right now.

Trying to be wildly imaginative, the only way out of the box that I see is to return them to their status of being apex beasts, but, require them to be manned by a large crew. Say, a crew of 100 to man a titan, and 40 or so to man a SC. That way, you could field some super-caps, or a big blob of caps/sub-caps, but not both.

Yes, I know, Eve players are inventive, and will figure out how to be "crew" and fly some other ship at the same time. You'd have to give them some mini-game interface that required their full attention and that they had to play well in order to keep the ships subsystems (engines, repair, targeting, weapons, etc.) working. If your crew isn't paying attention, you get progressively gimped.

There's my idea, FWIW.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#372 - 2015-04-20 17:14:19 UTC
Yun Kuai wrote:
The biggest issue with capital ships, more specifically Carriers, is that even a few vs subcaps is extremely strong. Take a look at lowsec where the engagements are much smaller compared to nullsec. People drop 1-2 triage carriers vs a 30man BS fleet and the BS fleet has a hard time breaking the reps, if they're even able too. Now factor that into slowcat blobs of nullsec fleets and you see where the problems are.


So carriers are OP because a 30 strong, most likely single ship doctrine, no-variation composition fleet of battleships fail at engaging ships heavier then them, while not bringing their own logi to the party?

Yea sure....

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Kazaheid Zaknafein
Zaknafein Tactical Reconnaissance
#373 - 2015-04-20 19:40:26 UTC


My only complaint is the difference between subcap and capital HP is enormous. A max tanked BS pushes around 250k EHP whereas a carrier gets around 2.5mil EHP. Lowering the over all EHP of carriers, dreads (I'm not sure on this one since dreads are still pretty to pop, even with subcaps), Supers, and Titans just a bit to make the difference not so extreme would go a long way to making capitals not so effective against subcaps and also have the added bonus of capitals dying more often. Yay death and destruction, yay slow process of depleting the thousands of capitals stored up in game, and yay industry buff all at the same time [:bear: wrote:




You do realize that a capital is 5x bigger than the largest battleships. Most battleships are ~ 1.5km long, a carrier is 4-7km. Supers are even bigger, and titans are nearly 20x the size of a battleship. With size comes hp buffer.
E1ev1n
Big Sister Exploration
#374 - 2015-04-20 19:46:58 UTC
davet517 wrote:
Good topic, Manny

The problem with supers in general, and titans especially, as I see it, is risk/reward. They were designed, and priced, with the notion that they'd be rare. Being rare, they could be extremely powerful, thus justifying their massive build cost.

Well, as we know, they're not rare anymore. If they are extremely powerful, they overpower everything else, since there are so many of them. If they aren't extremely powerful, why risk them? Use something cheaper.

The answer that we've seen recently is - don't risk them. Only bring them out when you have overwhelming odds (numbers) in your favor, or a reasonable expectation that you can log them in, kill something, then log out before you get blobbed. If you don't, don't log them in. Boring.

I see no reasonable way out of that risk/reward box. I think you're only going to see super-caps deployed going forward in one-sided fights that are a forgone conclusion in the first place, as we are seeing in Delve right now.

Trying to be wildly imaginative, the only way out of the box that I see is to return them to their status of being apex beasts, but, require them to be manned by a large crew. Say, a crew of 100 to man a titan, and 40 or so to man a SC. That way, you could field some super-caps, or a big blob of caps/sub-caps, but not both.

Yes, I know, Eve players are inventive, and will figure out how to be "crew" and fly some other ship at the same time. You'd have to give them some mini-game interface that required their full attention and that they had to play well in order to keep the ships subsystems (engines, repair, targeting, weapons, etc.) working. If your crew isn't paying attention, you get progressively gimped.

There's my idea, FWIW.

Sounds like capitals may well be a place to bring Dust bunnies in if say we had a PC interface rather than a PS3 one and if say we had One Client for both games where a pilot could be a dustie and vice versa all under one sub fee and subject to similar tactics if in the same environment, merging the worlds so to speak. Maybe something along the lines more of star trek TM rather than the Star Fox universe we see now?

Be aware this is not a suggestion but rather a question. ^^ I would like to see caps as useful warships not relegated to being the solo cap on the field boosting all the sub caps but still being worth the time I have invested in building my caps. I normally see the invested money in them as worthwhile in the current mechanics due to my use of capitals in the state they are in and only recently invested in them since the jump changes happened. This week I pulled another cap off the assembly line. More will surely follow, but in all reality, would it really pay to have them underpowered? I think not. They should be able to lock any ship that are on grid with them if they are willing to take the time to lock it. Support or not, we are talking about significant time and money, they are not just frigates or cruisers, they are crown jewels of any fleet and deserve to be useful.
MeBiatch
GRR GOONS
#375 - 2015-04-20 20:02:26 UTC
Carriers. Remove the rr bonus put it in the triage. Super carriers remove the rr all together.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Haatakan Reppola
Science and Trade Institute
Caldari State
#376 - 2015-04-20 20:31:55 UTC
MeBiatch wrote:
Carriers. Remove the rr bonus put it in the triage. Super carriers remove the rr all together.


Remove the range bonus from all carrier/sc and give it to triage. Leave rest of the bonuses they currently have, possibly boost the base range on capital RR modules to make them viable in a small fleet of maybe 5-10 carriers
E1ev1n
Big Sister Exploration
#377 - 2015-04-20 20:39:01 UTC
MeBiatch wrote:
Carriers. Remove the rr bonus put it in the triage. Super carriers remove the rr all together.


So no better than a Gaurdian or Basilisk? That doesn't really fit with the type of ship it is, you would think something that big would be able to rep from a long range and not need to be humping the subcap fleet to support it.
Kenji Noguchi
State War Academy
Caldari State
#378 - 2015-04-20 20:51:48 UTC  |  Edited by: Kenji Noguchi
I don't know if this idea has been suggested before, but I find it solves both the problem of giving Capitals a capability worthy of their price, and also of making you want to field them in battle under certain circumstances.

Give XL-sized weapons AOE damage. It doesn't have to be a huge area (like bombs), but having every shot deal damage in a small area is something both moderately powerful (it is initially very powerful, but it can be countered by spreading the fleet) and unique to capitals. You risk losing said capitals, but they can turn the tide of the battle if used properly and at the right moment.
Anhenka
Native Freshfood
Minmatar Republic
#379 - 2015-04-20 20:57:31 UTC  |  Edited by: Anhenka
Kenji Noguchi wrote:
I don't know if this idea has been suggested before, but I find it solves the problem of giving Capitals a capability worthy of their price, and also will make you want to field them in battle under certain circumstances.

Give XL-sized weapons AOE damage. It doesn't have to be a huge area (like bombs), but having every shot deal damage in a small area is something both moderatedly powerful (it is initially very powerful, but it can be countered by spreading the fleet) and unique to capitals. You risk losing said capitals, but they can turn the tide of the battle if used properly and at the right moment.

AOE damage has two possibilities:

1: Useless
2: Hammer of God.

It's really not something you want to try and use as a primary weapon system.

DA:O AOE does not effect allies, ideal party is 3 combat mages chain spamming wide AOE and one mage healing.
DA:I AOE effects allies, you massacre your entire party while using AOE spells, while mildly annoying your enemies.

Trying to keep AOE balanced but not abusable is like trying to balance on the head of a nail, while wearing high heels, completely smashed.
Kenji Noguchi
State War Academy
Caldari State
#380 - 2015-04-20 21:04:07 UTC
Anhenka wrote:
Kenji Noguchi wrote:
I don't know if this idea has been suggested before, but I find it solves the problem of giving Capitals a capability worthy of their price, and also will make you want to field them in battle under certain circumstances.

Give XL-sized weapons AOE damage. It doesn't have to be a huge area (like bombs), but having every shot deal damage in a small area is something both moderatedly powerful (it is initially very powerful, but it can be countered by spreading the fleet) and unique to capitals. You risk losing said capitals, but they can turn the tide of the battle if used properly and at the right moment.

AOE damage has two possibilities:

1: Useless
2: Hammer of God.

It's really not something you want to try and use as a primary weapon system.

DA:O AOE does not effect allies, ideal party is 3 combat mages chain spamming wide AOE and one mage healing.
DA:I AOE effects allies, you massacre your entire party while using AOE spells, while mildly annoying your enemies.

Trying to keep AOE balanced but not abusable is like trying to balance on the head of a nail, while wearing high heels, completely smashed.


There are some circumstances when it would be very useful but not overpowered.

First of all, you have to hit your target; remember you can't target a spot on the ground like probably you can in the games you mention (which I don't know at all). Secondly, if the AOE is small enough (thinking about smartbomb range) no ally should be in range, not in an engagement where you would deploy a capital for this pourpose anyways. If this is really a problem, have only certain types of ammo have AOE, but not others (for example: phased plasma, yes; titanium sabot, no).