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Let's talk about Capitals and Supercapitals

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Anhenka
Native Freshfood
Minmatar Republic
#461 - 2015-04-25 16:29:02 UTC
Haatakan Reppola wrote:
a support carrier is there for RR, they are there to support you dps (you know the same way logi is support)

The proposal is supposed to solve the problem with carrier fleets, while solo carriers keep their max dps and triage carriers keep their RR abilities. Using carriers for RR out of triage is only an option on larger ships as the locking time is so damn long.

Using carrier to support your subcap fleet is something bouth defender and attacker can do, easier for attacker since they dictate where to attack :P

In the new sov you need to hold grid to take the objective, this means you need to kill or outlast the enemy fleet to capture or defend. 50man fleet with triage support is strong than a 50man fleet using 5+ logi ships, if we assume around equal numbers for bouth sides, a triage carrier can easily be the deciding factor.


Every point there applies to triage only. Non triage carriers are not used for support of subcaps.

And yet your post above explicitly targeted only the non triage forms.

You agree that triage is a good support for subs.
You agree that non triage does not support subs well due to long lock times.

But yet your proposal is only meant to effect the non triage carriers which are not used anyway. Am I missing something here?

And no, in CURRENT sov you need to hold the objective. In Fozziesov you have to hold MANY objectives.
Haatakan Reppola
Science and Trade Institute
Caldari State
#462 - 2015-04-25 17:32:56 UTC
Anhenka wrote:


Every point there applies to triage only. Non triage carriers are not used for support of subcaps.

And yet your post above explicitly targeted only the non triage forms.

You agree that triage is a good support for subs.
You agree that non triage does not support subs well due to long lock times.

But yet your proposal is only meant to effect the non triage carriers which are not used anyway. Am I missing something here?

And no, in CURRENT sov you need to hold the objective. In Fozziesov you have to hold MANY objectives.


Triage as support for subcaps is NOT a problem, so i seen no reason to nerf it in any way.
Non triage is only usefull to rep caps and at best battleships (still long long time), nerfing RR abilities while not in triage is an effective way to nerf carrier fleets since it takes away a large portion of their repping ability.

I do not see a way to make non triage carriers good for subcap support without also making them to strong in carrier fleets. Boosting ships are already limited to 3 (fleet-wing-squad) so you need better boosts than commandships or T3 for anyone to even think about taking a carrier instead of a way cheaper ship for that role, anything that need to remake aspects of the game to work are very unlikely to happen anytime soon.
Anhenka
Native Freshfood
Minmatar Republic
#463 - 2015-04-25 20:18:11 UTC
Haatakan Reppola wrote:
Anhenka wrote:


Every point there applies to triage only. Non triage carriers are not used for support of subcaps.

And yet your post above explicitly targeted only the non triage forms.

You agree that triage is a good support for subs.
You agree that non triage does not support subs well due to long lock times.

But yet your proposal is only meant to effect the non triage carriers which are not used anyway. Am I missing something here?

And no, in CURRENT sov you need to hold the objective. In Fozziesov you have to hold MANY objectives.


Triage as support for subcaps is NOT a problem, so i seen no reason to nerf it in any way.
Non triage is only usefull to rep caps and at best battleships (still long long time), nerfing RR abilities while not in triage is an effective way to nerf carrier fleets since it takes away a large portion of their repping ability.

I do not see a way to make non triage carriers good for subcap support without also making them to strong in carrier fleets. Boosting ships are already limited to 3 (fleet-wing-squad) so you need better boosts than commandships or T3 for anyone to even think about taking a carrier instead of a way cheaper ship for that role, anything that need to remake aspects of the game to work are very unlikely to happen anytime soon.


Phoebe was an effective nerf to carrier fleets. Fozziesov will take that already nerfed use and smash it repeatedly against a rock.

Large carrier fleets are not an issue in Fozziesov because you can simply ignore them at any one point in preference to capturing other control nodes. You are trying to solve an issue that honestly will not remain with the launch of Fozziesov.

The issue is not that carrier groups are excessively powerful. Single location superiority means fuckall anymore. The issue is that there is no reason beyond triage to deploy carriers in Fozziesov.
(Other than camping people into station with carriers, but that use can go die in a fire)

Since non triage carriers are no longer useful, the objective is to change them in a way that makes them useful without allowing them to hand of god swat everything near them when you have a larger fleet.


Understand? Yes? Good. Lets move on to the logical next step of the process. How do we make them useful in Fozziesov?

Non triage carriers are only useful in large quantities because of their rep circle jerk and their vulnerability to damps. Yet there is no reason to deploy a critical mass of carriers in any single location for Fozziesov. From this, we reach the first requirement of the change:

1: A carrier must be useful without requiring many other carriers to support it to reach usefulness.

And yet we need to keep them from becoming hugely powerful when you do have many of them, which leads to the second rule.

2: A carriers abilities should not permit it to be a main line combatant without non carrier support.

There are many many older players in this game with capitals and supercapitals, comprising a very significant chunk of CCP's playerbase and income. Swapping capitals to a booster role of extremely limited demand would majorly **** off the core players, and rightly so. This leads us to the third rule.

3: A carrier must not be in a role where bringing more than one or two of them is pointless.

Ok, let's move this to a seperate post since I'm trying to keep my massive walls of text to a minimum.
Anhenka
Native Freshfood
Minmatar Republic
#464 - 2015-04-25 20:19:05 UTC  |  Edited by: Anhenka
Anhenka wrote:

1: A capital must be useful without requiring many other capitals to support it to reach usefulness.

2: A capitals abilities must not permit it to be a main line combatant without non capital support.

3: A capital must not be in a role where bringing more than one or two of them is pointless.


From these we can derive the basic shape of what capitals need to look like, mainly by cutting away the things that violate one of the laws until we have a rough shape of what the final look needs to resemble.

Law #1 means that the current model is out. Current abilities require bringing large numbers of carriers to a single location to be viable, so the bonuses must change. And yet they must be changed in such a way as the carrier is actually useful afterwords, which removes the proposals that "Solve" the issue by killing off the ability to repair each other without introducing new capabilities. None of those proposals leave the carrier in a usable spot in Fozziesov.

Law #2 means that a capital can repair but not DPS, OR DPS but not repair, OR gain a mix of abilities not including remote repair and DPS at the same time.

We already have Triage in the "Repair but no DPS category" and Dreadnaughts in the "DPS but not repair" category, which means that the result should be in the third category.

We cannot remove or heavily nerf the remote repair, then give them enough standalone DPS and application to make them useful on an even moderately battlefield without creating a ship that will be oppressively powerful against small groups. This basically means we have to remove carriers from the DPS role altogether.

Law #3 Basically means we can't turn it into a booster, or a troop transport, or a deplorable layer, or a portal generator, or any of the other situations where the FC would never call for more than one of them. Carriers need a direct combat role since they have little use in non combat support positions since Phoebe.

So from above, we have narrowed down what it should ideally look like in order for carriers to be useful.

A: Carriers should not be main damage dealers due to scaling issues.
B: Carriers should be on grid support for other ships due to people actually wanting to fly them.
C: The ships the carriers are supporting should not be other capitals, due to overpowered turbo-synergy.

What role can fill all of these requirements?


Direct subcap support. A ship that directly benefits nearby subcaps, or helps to neutralize nearby enemy subcaps, without dealing damage themselves. A ship that provides (targeted) buffs directly to allies, or (targeted) debuffs directly to enemies. Practically useless without subcap dps to back it up.

I envisioned this as a ship that would retain a significant chunk of it's remote repair capabilities and tank, along with long range, less powerful versions of webs, points, and other Ewar, along with high strength bonuses to remote ECCM, Sensor Boosters, Remote Tracking Computers, and any other beneficial remote buffs.
Dantelion Shinoni
SQUIDS.
#465 - 2015-04-26 01:28:02 UTC  |  Edited by: Dantelion Shinoni
Anhenka wrote:

Since non triage carriers are no longer useful, the objective is to change them in a way that makes them useful without allowing them to hand of god swat everything near them when you have a larger fleet.


Understand? Yes? Good. Lets move on to the logical next step of the process. How do we make them useful in Fozziesov?


What about... giving them Triage?...

I mean, seems logical? After all Triage seems like being something that is both unique to those kind of ships and powerful/worthwhile enough.

Anhenka wrote:

3: A carrier must not be in a role where bringing more than one or two of them is pointless.

Ok, let's move this to a seperate post since I'm trying to keep my massive walls of text to a minimum.


Your first two laws are solid, them needing to be useful without needing a critical mass of them and them deriving power from their subcap support, both are linked to what caps should do. But with your third law you are putting the emphasis on something else entirely, the people piloting the caps.

It is pretty obvious that something will have to give here, and the real priority here is to have Caps become something that is healthy for the game. And them being limited in number during engagements seems like the best way to have them in the game, not only would it reinforce the sense of prestige of piloting one and the sense of awe of having one around, but it would also give some space to make them a force to reckon on the grid.
Brutalis Furia
Hammer and Anvil Industries
#466 - 2015-04-26 01:28:10 UTC
First off, I like the base concept of MODES, although I think the example given is off a bit. In my opinion, it should be either/or, not yes and others done badly.

My thoughts on how to solve the n+1 supercap blob problem (that's what we're really talking about here, right?) are twofold.

The first looks at how fleets are organized. This is my least favorite of the ideas because it is the most restrictive. The creator of a fleet chooses a template that he created using a ruleset based on hull size (x frigates before you can add cruisers, etc. All the way up to supercaps) that people can slot their ships into based on the roles given in ISIS.

The second thought is not mutually exclusive to the first. It is to take supercaps and make them force multipliers.

Carriers
Everyone and their dog brings drones to a fight. It's a no-brainer. but when you have a 100 person fight (50 per side), you're talking an additional 500 entities in space as it is. Having carriers that can field 15 drones (raising the number to a potential 1,500 extra entities) is...the word "insane" comes to mind - at least in terms of server load. No wonder serious fights drop things into TiDi so fast.
I'd actually advocate for all ships that can field drones to only be able to field a single drone, provided it had bonuses to make it just as potent as fielding multiple drones, but that's another discussion entirely. Carriers are mostly ok where they are now (although I like the idea of the modes) with the exception of the massive amounts of server load from the extra drones. I'd replace the +1 drone or fighter per level with a +100% drone and fighter effectiveness per level.
I see the possible modes that the carrier could potentially use being Defense, Support, and Mobility. Defense would in effect replace the Triage module with a mode. Support would allow for non booster based on-grid passive defensive boosts based on racial doctrines with stacking penalties from multiple carriers. Mobility would be for moving things around (like a space whale of a carrier). Each mode would be mutually exclusive, in that the base numbers (without a mode bonus) would have to be sufficiently low to make performing that action in the wrong mode effectively useless.

Supercarriers
Where carriers are the shield, supercarriers are the sword. This is where the superblobs get crazy. The best defense is a good offence, right? Migrating away from the thought of a swarm with a tough hide (as fun as that is), but still keeping with the concept of a carrier, the power of a supercarrier should be as an offensive force multiplier for drones.

Dreadnoughts
Dreads are simple - big guns for taking down big targets. While that is true, we're entering into Entosis territory. I foresee the links being used to capture not just the Sov structures, but the new stations (could be wrong here though). So other than shoot at capitals, what is there for a dread to do? The answer is nothing - but with many of the Ideas I'm throwing out here, the number of caps on field will be drastically less (and that's a good thing), so dreads need some love too. The usefulness of a dread as a direct combat force multiplier and looking at the weapon modules available for them (full meta variations 1-14) should help. If we're looking at modes, I'd work the Siege module into a mode here like the triage and the carriers, and have Support (direct combat augmentation) and Mobility modes too.

Titans
Big mama. These are BIG things that project power across entire solar systems. With that in mind, there are a few tweaks I'd make: Having one in system should increase the effective military index change, and/or reduce the decay; The solar system view for those in the same fleet shows all uncloaked ships in the system; It's not killable through traditional means, and requires an entosis link to first disable, then destroy; The doomsday weapon needs to be more powerful such that not even the toughest tanked capital can survive; A single weapon module fires at all locked targets; and just having this behemoth on grid gives passive boosts equal to an unscripted Remote Sensor Booster and Remote Tracking Computer for all ships in the fleet.
Anhenka
Native Freshfood
Minmatar Republic
#467 - 2015-04-26 01:53:36 UTC
Dantelion Shinoni wrote:

Your first two laws are solid, them needing to be useful without needing a critical mass of them and them deriving power from their subcap support, both are linked to what caps should do. But with your third law you are putting the emphasis on something else entirely, the people piloting the caps.

It is pretty obvious that something will have to give here, and the real priority here is to have Caps become something that is healthy for the game. And them being limited in number during engagements seems like the best way to have them in the game, not only would it reinforce the sense of prestige of piloting one and the sense of awe of having one around, but it would also give some space to make them a force to reckon on the grid.

There are a stupid number of accounts that people have precisely because they have capitals. Lots of older players like myself tend to have one or more main accounts, and then a couple other accounts to deal with moving supplies and capitals around.

I had 5 accounts until Phoebe, where I dropped to 4. Of the remaining four, the last two accounts are basically just Cyno alts and misc haulers/traders/boosters.

If carriers are changed into a form where regardless of fleet size you only ever have a use for a few to provide say boosts or bridges, then there is little point in me or any of the other capital pilots from keeping our cap and cyno accounts subbed.

If CCP decides that the only healthy way forward is to make them boosters or another role where only a few people need to bring them, then I would probably unsub at least two, maybe three of my accounts, since any decent alliance is going to have far far more available than needed for me to use them. If I only need 1-6 say for boosts and my alliance can field 20 times that in a pinch, my chance of my chars seeing frequent use is nonexistent.

And there's the part where I and many others find using and losing these flagships to be both fun and engaging. If it was removed as a combat role I would find my interest in the game fading significantly.

If at all possible, the changes need to include reason to use them and lose them, not place them in situations where you never want them to see direct combat. That excludes boosting carriers, and bridging carriers, and most all of the other proposals where carriers are designed never to see an actual brawl.

Carriers should be an asset in bring to fights, but should have a design that naturally encourages people to only use a limited number of them. For example, in fleets, bringing ewar Recons like Hughin act as a force multiplier for the rest of your fleet. But you don't want more than 5-10% of the fleet to be Recons because after that point the benefit of bringing more Hughins is less than the benefits of bringing more of another type of ship, given any FC's limited pool of players.[/b]

That's the ideal here. Bringing a carrier should benefit nearly any fleet (that doesn't require high mobility ofc) , but the benefit of bringing more than a couple should fall off after a few in favor of bringing more DPS or specialized ships. But it should fall of organically, not because "All our booster positions are full, I don't need any more carriers"
Brutalis Furia
Hammer and Anvil Industries
#468 - 2015-04-26 02:35:01 UTC
To clarify, with the exception of the titan's solar system view bonus, it was my intention that all boosts be on-grid, exposing the cap to fire.

I also forgot to mention that I'd remove the capsule from caps too. Shocked

I'd like to see a bridge view option for these megalithic ships, but I'm not holding my breath - on any of these ideas.
Anhenka
Native Freshfood
Minmatar Republic
#469 - 2015-04-26 03:20:40 UTC
Brutalis Furia wrote:
To clarify, with the exception of the titan's solar system view bonus, it was my intention that all boosts be on-grid, exposing the cap to fire.

I also forgot to mention that I'd remove the capsule from caps too. Shocked

I'd like to see a bridge view option for these megalithic ships, but I'm not holding my breath - on any of these ideas.


1: Let's not even start with the on grid boosting thing in this thread. Go read any of the 1001 on grid boosting threads to learn why it's currently an absolute technical nightmare that has absolutely no chance of being implemented in the foreseeable future. It's not something we can be laying any money on it ever actually occurring. Certainly not holding off on a capital rebalanced until such time as it may never appear.

2: The pods are our connection to the ship, and the only thing that allows us to process and replay to information instantly. There is no bridge, there is no bridge crew. We do have some maintenance and damage control guys around, but adding a bridge would be a massive kick in the nuts to all of the lore in the game about capsuleers.
Haatakan Reppola
Science and Trade Institute
Caldari State
#470 - 2015-04-26 11:28:27 UTC
Anhenka wrote:

The issue is that there is no reason beyond triage to deploy carriers in Fozziesov.

Non triage carriers are only useful in large quantities because of their rep circle jerk and their vulnerability to damps. Yet there is no reason to deploy a critical mass of carriers in any single location for Fozziesov. From this, we reach the first requirement of the change:

1: A carrier must be useful without requiring many other carriers to support it to reach usefulness.

And yet we need to keep them from becoming hugely powerful when you do have many of them, which leads to the second rule.

2: A carriers abilities should not permit it to be a main line combatant without non carrier support.

There are many many older players in this game with capitals and supercapitals, comprising a very significant chunk of CCP's playerbase and income. Swapping capitals to a booster role of extremely limited demand would majorly **** off the core players, and rightly so. This leads us to the third rule.

3: A carrier must not be in a role where bringing more than one or two of them is pointless.

Ok, let's move this to a seperate post since I'm trying to keep my massive walls of text to a minimum.


Carriers have 2x effective drones compared to Ishtars and alot stonger tank, split that ishtar fleet over 5-10 locations and you start to see where half the numbers with 10x EHP (pulling this number from nowhere) may be wanted. The jump changes also helps make this viable since its harder to counter with capitals.

A carrier IS usefull without requiring many other carriers to support it, triage for RR or small numbers of drone carriers (1k dps + capital RR or 1500 dps)
Since a carrier can do good dps AND beat any logistic ship for RR abilities at the same time its only question about numbers, get enough to break the tank of your enemy and you will win since no subcap fleet with less than 2x the numbers will break a carrier fleet.

Carriers do more dps and tank better than the current FOTM (Ishtar), have more sustainable dmg due to ALOT larger drone bay and can easily be seeded for offencive or defencive use. Carrier hav enever been used to grind structures (by any sane person) but the sov changes may make them key ships for holding the grid around the new structures.
Alavaria Fera
GoonWaffe
#471 - 2015-04-26 13:49:55 UTC
Anhenka wrote:
Brutalis Furia wrote:
I'd like to see a bridge view option for these megalithic ships, but I'm not holding my breath - on any of these ideas.

2: The pods are our connection to the ship, and the only thing that allows us to process and replay to information instantly. There is no bridge, there is no bridge crew. We do have some maintenance and damage control guys around, but adding a bridge would be a massive kick in the nuts to all of the lore in the game about capsuleers.

What you really want is a capsule view

for all ships

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Anhenka
Native Freshfood
Minmatar Republic
#472 - 2015-04-26 15:00:27 UTC
Haatakan Reppola wrote:

Carriers have 2x effective drones compared to Ishtars and alot stonger tank, split that ishtar fleet over 5-10 locations and you start to see where half the numbers with 10x EHP (pulling this number from nowhere) may be wanted. The jump changes also helps make this viable since its harder to counter with capitals.

A carrier IS usefull without requiring many other carriers to support it, triage for RR or small numbers of drone carriers (1k dps + capital RR or 1500 dps)
Since a carrier can do good dps AND beat any logistic ship for RR abilities at the same time its only question about numbers, get enough to break the tank of your enemy and you will win since no subcap fleet with less than 2x the numbers will break a carrier fleet.

Carriers do more dps and tank better than the current FOTM (Ishtar), have more sustainable dmg due to ALOT larger drone bay and can easily be seeded for offencive or defencive use. Carrier hav enever been used to grind structures (by any sane person) but the sov changes may make them key ships for holding the grid around the new structures.


Carriers only have double the effective drones of an Ishtar if they have carrier V, Advanced Drone Interfacing V, and 5 Drone Control Units. If they do this they have a drone control range of max 55 KM. And their drones have far less optimal and tracking, which must be brought up to base Ishtar levels by using two Omnidirectional Tracking Links.

As to the 1500 dps number, that requires a full rack of Drone Control units, at least 5 Drone Damage Amplifiers, and only using very short range Garde II's.

Given a far more likely fit of Two Drone Link Aug, One Capital Energy Transfer and Two Capital Armor Repairer in the highs, you are actually looking at 825 DPS, with three Drone Damage Amplifiers and perfect skills. That's only about 20% more than a Dominix, and with shorter range and less tracking.

Congratulations, you have traded mobility, cost effectiveness, range, and tracking, for the ability to sit in a single place and defend it. Yay you.

And no, the jump changes make it less useful to split up your carriers, not more. Without jump fatigue, all of your carriers can easily jump to a single location to backup a location being threatened. With it very much restricts your ability to respond.

Leaving small groups of carriers scattered around just decreases the number of people you can have in mobile subcaps and thus your ability to prevent the enemy from rolling around in their superior subcap force, and allows them to dictate when and where they drop their dreads on your small groups of isolated carriers.

Yes the question is about numbers. Get 50 carriers in one spot, you can defend any single capture point from anything less than a full fleet of subs or a bunch of suicide dreads.

Get 50 carriers in one spot and someones just going to bubble them and go off and capture all your other capture points while your force sit in the bubbles. Grats. Superior immobile forces in phoebe are going to be highly ineffective.

Oh and on the carriers never ground anything part? A three drone damage amp carrier does around 1650 DPS. Groups with large numbers of capitals would rapidly jump place to place grinding structures with carriers. If you never flew with anyone that could helicopter **** around in a fleet of 150 carriers with as much damage as 20 dreadnaughts, it doesn't mean that it didn't happen. Mix in a few supercarriers and it goes even faster.
Haatakan Reppola
Science and Trade Institute
Caldari State
#473 - 2015-04-26 18:15:25 UTC
First you say that carriers are likely to use a fit that gives 825 dps, then when you compare it to dreads they do 1650 dps.
First number mean that your 150man carrier fleet do same dps as 10 dreads, 2nd number mean that they do more dps than 2 Ishtars each.

Problem with carriers is that they do good dps AND good RR at the same time, this need ot change so carriers are either dps or RR.

Nobody in their right mind would use 150 carriers without super backup when a t1 BS can match the dps
Anhenka
Native Freshfood
Minmatar Republic
#474 - 2015-04-26 18:28:51 UTC  |  Edited by: Anhenka
Haatakan Reppola wrote:
First you say that carriers are likely to use a fit that gives 825 dps, then when you compare it to dreads they do 1650 dps.
First number mean that your 150man carrier fleet do same dps as 10 dreads, 2nd number mean that they do more dps than 2 Ishtars each.

Problem with carriers is that they do good dps AND good RR at the same time, this need ot change so carriers are either dps or RR.

Nobody in their right mind would use 150 carriers without super backup when a t1 BS can match the dps


Slowcat carriers are the ones that are useful against other other ships. They use Sentries for their DPS due to the huge number of problems with using fighters against subcaps. 825 DPS is the figure for a Lv V carrier with 10 sentries and a standard slowcat set of highslots + 3 Drone Damage Amps.

For grinding structures unopposed though the fighters can be used, since the structures can't just warp off, or kill them, or kite them, or sig tank them, or smartbomb them. 1650 DPS is the figure for a Lv V carrier with 3 Drone Damage Amps.

Carriers having good DPS and RR at the same time is A problem.

It is not however anything resembling the ENTIRE problem. Nerfing their RR abilities without changing anything else just makes them useless, and that is a much larger issue than them being a bit too powerful in static defense situations where you have many carriers.

Especially when the 150 Archon hold one location Alamo style carrier fleets are ineffective in Fozziesov.

If you want to nerf the RR in exchange for adding a less problematic bonus, that's not a problem. If you want to remove the RR and then stick your head in the sand and believe people are magically going to start using them in small groups for DPS support (Despite it never happening even before the nerf), that's a problem.
Rowells
Blackwater USA Inc.
Pandemic Horde
#475 - 2015-04-26 21:02:21 UTC
Throwing an idea out here:

For carriers, we might consider having them take place of the current role logistics cruisers have in the upper end. Currently, when looking at support options you have T1 and T2 logistics cruisers and triage carriers to a different extent. So, we switch the non-triage targets from other capitals, to battleships and work the bonuses up/down from there. Higher scan res, more mobility, less powerful reps, etc. Possibly change the two roles (triage/non triage) so that one has very long support range, and the other has "in the grinder" power. Essentially, you will now have your "battleship class" support (arguably a slight step up) and possibly bringing carriers into a closer subcap role than currently available.

As for cruiser logistics? Scale them down to below effectiveness of carriers (untouched if need be) and shift the role to remote boosting capabilities, similar to those rarely used bonuses currently on the hull.
Dantelion Shinoni
SQUIDS.
#476 - 2015-04-27 14:51:54 UTC
Anhenka wrote:

There are a stupid number of accounts that people have precisely because they have capitals. Lots of older players like myself tend to have one or more main accounts, and then a couple other accounts to deal with moving supplies and capitals around.

I had 5 accounts until Phoebe, where I dropped to 4. Of the remaining four, the last two accounts are basically just Cyno alts and misc haulers/traders/boosters.

If carriers are changed into a form where regardless of fleet size you only ever have a use for a few to provide say boosts or bridges, then there is little point in me or any of the other capital pilots from keeping our cap and cyno accounts subbed.

If CCP decides that the only healthy way forward is to make them boosters or another role where only a few people need to bring them, then I would probably unsub at least two, maybe three of my accounts, since any decent alliance is going to have far far more available than needed for me to use them. If I only need 1-6 say for boosts and my alliance can field 20 times that in a pinch, my chance of my chars seeing frequent use is nonexistent.

And there's the part where I and many others find using and losing these flagships to be both fun and engaging. If it was removed as a combat role I would find my interest in the game fading significantly.

If at all possible, the changes need to include reason to use them and lose them, not place them in situations where you never want them to see direct combat. That excludes boosting carriers, and bridging carriers, and most all of the other proposals where carriers are designed never to see an actual brawl.

Carriers should be an asset in bring to fights, but should have a design that naturally encourages people to only use a limited number of them. For example, in fleets, bringing ewar Recons like Hughin act as a force multiplier for the rest of your fleet. But you don't want more than 5-10% of the fleet to be Recons because after that point the benefit of bringing more Hughins is less than the benefits of bringing more of another type of ship, given any FC's limited pool of players.[/b]

That's the ideal here. Bringing a carrier should benefit nearly any fleet (that doesn't require high mobility ofc) , but the benefit of bringing more than a couple should fall off after a few in favor of bringing more DPS or specialized ships. But it should fall of organically, not because "All our booster positions are full, I don't need any more carriers"


I agree that there should be organic ways to limit their numbers, no one would disagree with that, I think. Still I disagree with the perceived notion that everyone out there who managed to get one therefore deserve to always pilot one forever and ever.
The fact that people managed to make common what was intended to be something rare and awe-inspiring, and thus decisively powerful, doesn't change the fact that those are intended to be rare and awe-inspiring.

The healthiest position for Capital Ships would be without a doubt to have them in low numbers, either in system or in production. But as you say, many people like you want to be able to pilot those and be useful with them.

Maybe what is needed is a transition phase.

I guess there is a need to make it so that people like you who have invested all that time into them get to pilot them in a combat role BUT at the same time, as you also said, they have to be lost.
A phase where repairing those ships would be impossible, BUT at the same time they would still provide some clear OPness to make it so that, for a time, every groups that has them right now will need to bring them out to seize the advantage they provide. And with FozzieSov coming, that advantage that can only reside in logistic or damage (since it definitely won't come from mobility) should be buffed to the point where you and other Cap pilots can offset the price in mobility.

It might seems contradictory, but probably what they need right now is a massive buff to Damage and Logi. BUT accompanied with a drastic reduction to their ability to be repaired.
This would give a solid incentive to bringing them out despite their lack of mobility, and it would usher a phase where they would be out there, dying but also providing an important role to those of you who want to pilot them.

As their numbers dwindle then they can be moved slowly to the better role of them being proper flagships and with only the most deserving organically receiving the honor/merit of piloting the ones remaining.

As they will be less of them, and the limited auction idea would definitely make sure their number are kept in check, their power can still be justified to be as above subcap ships, keeping their role as the aspiration of any pilot out there, old and new. Then the people having them can slowly get back some capabilities to repair and maintain them.


Or maybe something else that could happen is them being able to be fielded en-masse BUT with having a direct counter (gods know what that counter could be... mass of frigates?...) and in a way being like any type of ships out there. But that would deprive them of a lot of the prestige and supposed 'end-game' they are supposed to represent...


TL;DR: Maybe Capital Ships need to be buffed to OP status to have a relevance in FozzieSov despite their lack of mobility, but that accompanied with a massive nerf to the capability of repairing them so that they would eventually die and thus have their number reduced. Thus they could retain their prestige and power.
Kazaheid Zaknafein
Zaknafein Tactical Reconnaissance
#477 - 2015-04-27 15:32:57 UTC  |  Edited by: Kazaheid Zaknafein
What is needed is a way of limiting how many are availiable, BPO/BPC seeding wont work since most alliances have several sets of bpos for all the needed components and capitals. But if the number of capitals and supercapitals was drasticly decreased then the OP factor of them can be ignored since you are likely not to use them due to availiability.

Right now dropping 200 supers in a small fight is order of the day, the devs probably never intended that any entity in eve would even have 200 supercapitals.

Making capital ships useless in numbers is the dumb way to go about this, cap pilots would hate this; Those who kill caps would hate it; and new players would hate it. Making them rare and thus more valuable and drasticly buffed would make them more fun all around.



edit; You cant really nerf how they can be repaired since carriers main shtick is fixing things
Karash Amerius
The Seven Shadows
Scotch And Tea.
#478 - 2015-04-27 15:39:12 UTC
Rowells wrote:
Haatakan Reppola wrote:
WHY do we need large changes to capital ships?
Null, low and WH all use carriers for logi as it is now. Dread make short work of carriers, SC and Titan may be a bit costly but not needing siege to do dps is a huge bonus over Dreads (SC do same or more dps than sieged Dread, and have ALOT more range)

Titan does good dps, dont use siege, fleet booster (assume it need some changes to strenght) and can bridge fleets around.

Make sure Carrier have a good role after sov changes and the rest will follow, that role dont need to be linked sov in any way for it to be good

the whole reason caps were introduced was for structure warfare. Not cap killing for the sake of cap killing.


Just a small point, but Titans were introduced to clear the grid of subcaps. Dreads maybe were for structures...but the original carriers were meant to engage subcaps. CCP wanted motherships to be a mobile staging point. Surprisingly only Dreads haven't changed much over the years. Just a few points of history there.

After following this post for awhile, it is very clear that CCP has gone down the rabbit's hole too far with "caps"...there really is no good solution to their role (all 4 of them) if Fozziesov gets implemented.

Karash Amerius Operative, Sutoka

Agent 711
State War Academy
Caldari State
#479 - 2015-04-28 10:27:30 UTC
I am not sure if I am getting this right but you are afraid that cap pilots will be pissed off due to caps losing part of their usefulness after fozziesov, causing them to unsub too, no?

But would CCP rather look after the number of cap pilots instead the of the number of players who would like to fight for their small alliance/corps and a new chance to sov? Also this problem with the sov meta has been ongoing for too long. Vast sectors of nullspace (whole constellations) being deserted and unpopulated, underbuiled even (save from some poses) due mega-coallitions like to show off their big sticks (supercaps, caps etc) and cockblock anyone who could actually make use those systems. Just because, big **** mentality. And yeah, cap fleets are the issue here...

I am not saying, remove caps or anything like that but , as it was already mentioned, I dont think CCP ever intended to have 200 supercaps/caps on one side of a "fight"... and its time to adress that issue. Sure some people will be displeased but I doubt the outnumber the amount of people who see this as a new opportunity to sieze or at the very least as new content.

Also cap pilot numbers (and presuming accounts) < potential new and old-bitter players who might concider trying the new sov. And in any case Cap-pilots < rest of non-cap pilots. They are not that many to care for (at least not as main chars), even if we talk businesswise for CCP, they can make up for the loss of cap-pilot accounts unsubbing by selling plex to the sovholders who instead of hotdropping double digits of caps have to pay for the losses of subcaps ships and modules for mentaining a large sov with the new mechanics.

PS: dont start the "it's unfair for the old players and people who have trained or bought cap-pilots". Tough luck. The current sov is unfair for A LOT more people for years now.
Anthar Thebess
#480 - 2015-04-28 11:12:37 UTC
Fix capital remote AID without triage -> fix 90% of issues we have currently with the capitals.
Dreads, i think they need some buff , but i don't know where.

Why?
Because there are to many supers that out-match them.

Maybe give them bonus to damage against other capitals and supers?
50% increased damage against other capital ships?

This will not affect player structures, not affect PVE WH aspects it will not affect capital vs subcapital PVP, but make this game even more bloody and could bring some balance to number of supers in game.