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Dev blog: Reworking Capital Ships: And thus it begins!

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Author
Kassasis Dakkstromri
State War Academy
Caldari State
#681 - 2015-11-02 17:26:09 UTC  |  Edited by: Kassasis Dakkstromri
Alavaria Fera wrote:
Querns wrote:
However, thanks to external, anonymous forms of PVE, a "blow-off valve" definitely exists to allow an organization to scale to any size. Frankly, Goonswarm Federation and the rest of the Imperium member alliances are fairly novel in that they actually bother to do PVE in their space in the first place.

Remember when people though pvesov would kill us? Ahhh good times.



It is cute how the rest of New Eden pins their hopes on CCP introducing something that will suddenly make us disappear.

...

On a separate note, I think it's worth reiterating a previous comment about the amount of time and skill points invested in Capital ships for veteran players. These changes are not just a nerf to the ships themselves, but an uncompensated affront to those of us that invested months and years to have a highly skilled competency in Capital ships.

So if these changes are going to get rammed through with virtual blinders on, as they are sure to be (I've yet to see CCP Larrikin or a member of Team Five-O actually address any of their serious critics and vocal detractors of this change - typical), if they do not make the offensive abilities of these ships stay commensurate with all that time investment then they have betrayed the thousands of customers they aim to serve.

Sadly, we are seeing an entire development approach that's perspective is askew of their customers, save the easily confused and uniformed. Many of us say, iterate in a moderate manner; progressively and taking nuanced steps, possibly using 'containment' mechanics and enhancing counters, "a light touch" as Care Takers of EVE. Instead we get this development style where newcomer Developers are shoving their EVE 2.0 paradigm down our throats.

It leaves me really disgusted with some of the people I would rather respect and support in their efforts to address unhealthy and unreasonable game mechanics...

Remember "Ludicrous Speed"? No one complained when that was toned down from something 'unhealthy' to something reasonable. Where developers properly addressed a 'real' issue.

The way to address Slowcat/Boot Carrier fleets is:


  • Diminishing Returns on Remote repair that caps the number of effective repair inputs to mitigate the dreaded N+1 (similar to Drone Assist limits that were imposed)
  • Progressive Timer activation upon refitting modules from fleet or cargo while undocked, similar to Jump Fatigue, to only deter constantly 'risk-free' refitting Carrier fleets.
  • Delay drone recall based on a weapons timer (or similar) to allow Bombs to reach their targets and remove Sentries from the field.
  • Buff Void bombs, by creating a new Anti-Capital Void Bomb that can disrupt Carrier Cap Transfer webs. And if necessary, up the ante by creating a new Interdiction sphere launcher probe that also has 'Damage over Time' (DoT) style Neutralizing effects.
  • If absolutely necessary, increase targeting lock times, to encourage attempts by Subcapitals to beat Carrier Broadcasts if they have brought a proper ratio of damage dealing ships vs. the Carrier fleet they are facing.


Ultimately there are so many things that could be done in preference to this radical redesign that only brings low EVE's mightiest ships because of some petty ideological dislike for these ships by some community members and developers.

The way to make Capital mechanics interesting and engaging, is to maintain each ships unique individual character among its Capital peers, instead of instituting a wearisome 'tech tree' version of these ships reminiscent of World of Warships.


  • Fighter mechanic changes look promising, and like Ludicrous Speed, is a innovative solution towards long standing issues with fighter/drones and Carriers - issues that brought about the appropriate first stage measure of Drone Assist limitations.

  • Role clarifications and Offensive Multi-Type Doomsday Buffs to Titans is welcome and long over due.

  • Dreadnaughts, retain their role intact, as well as receiving a needed Subcapital offensive capability - though I disagree with both forcing them into Siege to use High Angle weapons AND reducing their effective hitpoints.

  • I dislike everything about the hull changes for Carrier hulls currently proposed, and will refer to my previous post for any detailed explanations.

  • There is not enough information about Super Carriers to state any opinions at this time.


While we wait for numbers and specifics, my personal belief is that if CCP ignorantly proposes a massive ehp nerf, as I believe they will do and why they refused to divulge any numbers at EVE Vegas, in order to institute the 'sub-capitalization' of Capitals as XL Dominix's, XL Basilisks, XL Marauders for Carriers and Dreadnaughts then it will go badly for them and they will ultimately have to walk back certain numbers to something more appropriate. If on the other hand they simply adjust numbers, coupled with appropriate suggestions like those offered above and by others in this thread, to a moderate amount that will allow say a 5:1 ratio of Battleships to Carriers (as an example) to be able to contest a Carrier fleet; then this is completely reasonable and appropriate.
And doing so may also re-invigorate Battleship usage as the appropriate counter to moderate sized Carrier Fleets on a 5:1 or similar ratio (ie 125 Battleships vs. 25 Carriers). Whereas, larger more organized Capital Fleets need to be countered by appropriately sized and composed opposing Capital Fleets with Subcapital support; getting capitals shooting at each other again, in addition to shooting structures (sorry FozzieSov we know you meant well, but Capitals are for killing things not SovLazors)

Only time will tell - but I won't hold my breath...

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Trinkets friend
Sudden Buggery
Sending Thots And Players
#682 - 2015-11-03 01:45:41 UTC
You obviously missed the bit where there's now anti-capital Void Bombs. And, you know, actual normal Void Bombs.
Kassasis Dakkstromri
State War Academy
Caldari State
#683 - 2015-11-03 02:31:15 UTC  |  Edited by: Kassasis Dakkstromri
Trinkets friend wrote:
You obviously missed the bit where there's now anti-capital Void Bombs. And, you know, actual normal Void Bombs.


If your referring to the Focused Void Bomb, it has a 5000m effect radius/range, but does nothing to interrupt the Capacitor Chain that keeps everyone else's Capacitor topped off. Which in turn allows them to Remote Repair a ship being Yellow Boxed by an opposing force.

Further one bomb only can neutralize 15,000 GJ of Capacitor - a Standard Chimera fit for tank will be close to 80,000 GJ of Capacitor being recharged at a rate of 2000 GJ ever 10 seconds at up to 52.5km (not including calculations for it's own Capacitor local regeneration). A single broadcast and 20 Carriers will replenish 40,000 GJ in 10 seconds, for those caught outside the very small blast radius. Way more than plenty to get the hardeners turned back on...

Even if a Bomber wing were to wipe out a Carrier's cap and momentarily shut down its hardeners, because its repairs are provided remotely, Broadcasts will over come the momentary advantage for a Sub-Capital fleet, because there is no "Diminishing Return" mechanic for stacking Capital Remote Repair modules.

Even if everything is done with synchronized precision, after the first Carrier loss, the rest of the fleet would be ordered to mostly likely starburst so as to reduce the effectiveness of any future Focused Void Bombs. (We have watched with amusement the attempts by enemy Stealth Bombers to utilize Focused Void Bombs, and in practice they do not live up to the hype; particularly after we annihilate the decloaking Bombers.)

However, because other Capitals are the natural counter to Capitals, if Focused Void Bombs are used by a Capital Fleets subcap. support Bombers, then the consequences are much different and far more effective.

In summary the current Focused Void Bomb is not Anti-Capital "Fleet" in my estimation, as they are currently constituted, however I should have been more specific that I was referring to disruption of the Capital Fleets: Capital Remote Capacitor Emissions module chaining, as opposed to an individual Carriers Capacitor.

I think a version that can neutralize even larger GJ amounts of Capacitor, over a larger area of up to even 20km, and is based on Signature radius, as well as shutting off / or causing a cool down timer on Capital Remote Capacitor Emission modules, would be an appropriate counter - as I had said: A buff to Void Bombs.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Trinkets friend
Sudden Buggery
Sending Thots And Players
#684 - 2015-11-03 04:34:01 UTC
So the time that BRAVE knackered BL's legion and Archon fleet in Fountain with non-focused Void Bombs was just some magic hocus-pocus? The various times Hard knocks / Lazerhawks et al. have broken carriers in and out of wormholes using Void Bombs en masse didn't happen, clearly.

I mean, yeah, if your whole strategy for dunking a cap fleet is "Jose, you are our lone bomber pilot with a Focus Void Bomb. Go forth little man and wreak havoc" then, yeah, sucks to be you. But last time I checked slows tend to cyno in at zero on a cyno and don't spread out very much from there. I also seem to recall that bombers work in teams, Void bombs have a 15km radius, and affect everything in that radius. ipso facto, 10 void bombs is 60k cap neuting in the AOE, so if you bomb 10 slows you neut 600K cap. So maybe do the maths on that in under 10 paragraphs and figure out if your bomber wing can reload before the slows cap themselves up.

You also, earlier on page 33 of this threadnaught, made some hilarious statements, viz.;
Quote:
But instead the ships are blamed, instead of the combatant that decided not to commit the proper counter to these larger ships. We saw this with NCdock multiple times, where they refused to commit their Capital forces do to concerns of loosing their fleet vs. whether or not it would be effective against other capitals.


Right. So your logic is because you have slows, and a supercap wing capable of waltzing onto field and DD'ing their way through the NC. capital fleet, NC. are cowards for not fruitlessly throwing away cap fleets against an organisation that just happens to overpower them (and is also buddy-buddy with PL, their only real supercap threat)? So when NC. fields subs and can't break your slows, they are stupid for not fielding caps they'd just lose.

End of the day, you're right: you guys have the superior numbers, and likely the superior organisational and financial capabilities, so that makes everyone else's problems not your problem. You dominate (viz., fielding massed slows to force cap ships onto the field that can then be hotdropped by supers), therefore you deserve to dominate, and anything that breaks your dominance (eg; breaking slows) you'll be better at than anyone else because...you have more guys.

That's a stupid way to balance the game. It is even more dumb when you are basically arguing that the problem with slows is merely the lack of appropriate AOE neut weapons.

maybe....just maybe...if FAX become a thing, the current focused void bombs (and you know, more than one bomber), will be sufficient. Likewise, carriers with capital sized neuts will also be a thing. Even the introduction of capital sized EWAR / capacitor warfare, will break the dominance of slows.

Mega RRdomi (aka slows) will fall apart regardless of splitting carriers into carriers / FAX the moment decent capital neuts turn up. CCP Larrikin could toss the new capital modules out inside of a few weeks into the current meta and see how it all goes.

In fact, i'm in favour of this iterative approach vs anything else.

Like, capital neuts that have a 20s cycle time, 55km range, and knock out 30k capacitor per cycle. That will break a slowcat cap chain inside a minute. Capital cap boosters, cap batteries.
Kassasis Dakkstromri
State War Academy
Caldari State
#685 - 2015-11-03 15:01:37 UTC

If others have had success in using Void Bombs, then that's wonderful, and if nothing else a buff even a insignificant one that gets Void Bombs listed on the patch notes can draw attention to them. And hopefully more groups will start to use this excellent counter.

My personal feelings that Void Bombs are under powered, based on my experience, isn't a claim that others haven't found competent ways to use them. And I congratulate anyone that has, as it proves my point, that there are existing counters to Slowcat/Boot Archon fleets... they're just under utilized.

If you add a Diminishing Returns to Capital Remote Repair, then this counter is even effective while using subcapitals in the correct ratio without any further radical changes. Add the other suggestions and you have a really good fix to the Carrier meta.

...

I do think that the ships are blamed. And to clarify: What I mean to say about NCdock is they had a counter available to them, they chose not to employ it (which was smart for them, even if we would have liked to have that Capital fight with them after they invaded us - guess that space wasn't so important to them after all... next time right?)

At the end of the day, you can only balance ingame mechanics, modules and ships, not people nor the organizations they are part. If you start tweaking the mechanics of the game in order to control or subdue a particular group of people in a sand box game, then you've just flushed the entire game down the drain.

We will always have superiority against our enemies, because we don't care about your "Gud Fights" and "L33T PVP". We will adapt to CCPs 'fixes' and continue to soldier on. So expect N+10 come Spring 2016.

We will play to win, while you're all busy playing to fight.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

davet517
Raata Invicti
#686 - 2015-11-04 03:33:19 UTC
Sorry, not feeling it.

The "rework" is more nerf than anything else. The only real good news (especially for super-cap pilots) is that caps will be useful for something again (shooting structures). The new "angle guns" won't be relevant unless the current meta changes and BS become more relevant again, the way that you are proposing that they work. Splitting carrier roles just means it'll be even more of a PITA to move around than it is now.

Do what you're proposing, and then decrease the build cost of supers DRAMATICALLY. Something on the order of 8 billion for a super-carrier, and 20 billion for a Titan. Refund the difference in materials. Then you're balanced. The capabilities of the ships will be in line with their costs. They'll be in no way cost justified the way you have it proposed, and they'll just sit, the way moms did between the introduction of hics, and dominion.

Thanks for giving us more skills to train. Better make it worth it if you want to get those subscription dollars you're hoping for out of this.

Trinkets friend
Sudden Buggery
Sending Thots And Players
#687 - 2015-11-04 09:48:38 UTC
Thinking more about this FAX crud...

This is a bad idea. Slows are basically domiballs. Domiballs don't rely on Execqurors or Oneiros which cannot receive inbound reps in order to work. If logi cruisers worked like FAX work, it would be amazing (read: riitarded). So many people would lose their whole fleets time and time again due to the "logi" being alphad off the field due to being clobbered by DPS.

Logi's work, and are (over)powered in the numbers cowardsauce risk-averse people deploy them, because they have high EHP, low sig, and scale up and aren't limited in any way. You crack logi chains with ECM and neuts and swapping DPS. In small gang combat, a small number of logis can swing a fight against a superior gang that lacks them.

You can take a large domiball on with a bunch of DPS cruisers, a couple of neuts, and a couple of logis. usually the magic formula in my experience is 1 logi per 1-1.25 domis and 1 MWD dump to scatter one domi away from its friends.

If CCP wants to see an alternative vision of Carrier / FAX combat:

Remove all range buffs for RR from carriers, and slide that over to the FAX.
Keep the rep amount, and add in (as foreshadowed) the falloff in rep efficiency

Carrier
- Drone DPS (gal / Cal)
- Drone hitpoint (Cal/Amarr)
- Drone tracking (Min / Gal)
- Drone mobility (Min / Cal)
- Local rep (Min/Gal)
- Resists (Cal/Amarr)

EHP - 500K range, 600K for Amarr Caldari (a significant nerf)
Rep amount: targeting 2-3K Amarr, and up to 4-5K Gal/Min

FAX
- Rep range bonuses
- Capacitor use bonus on RR's (Cal/Amarr)
- RR amount bonus (Gal/Min)
- Local rep bonus (Min/Gal)
- Resist bonus (Cal/Amarr)
- Triage option for rep amount bonus and local rep bonus and a CLEAR coloured halo so you can tell when they are Triaged

Self rep in the 5-8K for Cal/Amarr and 10-15K for minnie/gal, so that triage reps are worth a bunch of Dreads.
EHP in the 300-400K to 400-500K range. You know, enough to prevent being alpha'ed by 6 dreads.

This would mean you could run less efficient spider-tanking FAX as gigantic Guard/Basis or Scythe/Oneiros with strong local tanks and strong RR.

This would form a kind of split beween the FAX ships on a racial basis mirroring the current logistics setups; small gang and solo logi FAX would be more inclined to be Triage, and the dual-spidering FAX would be less inclined to Triage, but could still be set up to do that.

Given that Capitals are now supposed to be at least mildly mobile, this would mean that a set of FAX could move with the fleet. Carriers could still spider tank, but given the lack of RR bonus and lack of any range at all (try energy chaining with a Nidhoggur....) they will be punching bags. just like domi balls are.

The important distinction is that Carriers would carry the DPS, and be supported by logi boats which have virtually no DPS. I mean...ok, I have taken out Spider Scythe roams and it's hella good fun, but it's a niche fleet and not widely applicable.

This means that if you try to recreate Slowcats, you need to devote more and more pilots to FAX in order to scale up and have unbreakable stronk spider RR. lets not fool ourselves, people will do this, just like NDORD fields 14 out of 36 ships as guardians, you can bet some cowards will field 14 of 36 ships as FAX.
Sgt Ocker
What Corp is it
#688 - 2015-11-04 10:48:23 UTC
Trinkets friend wrote:
Thinking more about this FAX crud...

This is a bad idea. Slows are basically domiballs. Domiballs don't rely on Execqurors or Oneiros which cannot receive inbound reps in order to work. If logi cruisers worked like FAX work, it would be amazing (read: riitarded). So many people would lose their whole fleets time and time again due to the "logi" being alphad off the field due to being clobbered by DPS.

Logi's work, and are (over)powered in the numbers cowardsauce risk-averse people deploy them, because they have high EHP, low sig, and scale up and aren't limited in any way. You crack logi chains with ECM and neuts and swapping DPS. In small gang combat, a small number of logis can swing a fight against a superior gang that lacks them.

You can take a large domiball on with a bunch of DPS cruisers, a couple of neuts, and a couple of logis. usually the magic formula in my experience is 1 logi per 1-1.25 domis and 1 MWD dump to scatter one domi away from its friends.

If CCP wants to see an alternative vision of Carrier / FAX combat:

Remove all range buffs for RR from carriers, and slide that over to the FAX.
Keep the rep amount, and add in (as foreshadowed) the falloff in rep efficiency

Carrier
- Drone DPS (gal / Cal)
- Drone hitpoint (Cal/Amarr)
- Drone tracking (Min / Gal)
- Drone mobility (Min / Cal)
- Local rep (Min/Gal)
- Resists (Cal/Amarr)

EHP - 500K range, 600K for Amarr Caldari (a significant nerf)
Rep amount: targeting 2-3K Amarr, and up to 4-5K Gal/Min

FAX
- Rep range bonuses
- Capacitor use bonus on RR's (Cal/Amarr)
- RR amount bonus (Gal/Min)
- Local rep bonus (Min/Gal)
- Resist bonus (Cal/Amarr)
- Triage option for rep amount bonus and local rep bonus and a CLEAR coloured halo so you can tell when they are Triaged

Self rep in the 5-8K for Cal/Amarr and 10-15K for minnie/gal, so that triage reps are worth a bunch of Dreads.
EHP in the 300-400K to 400-500K range. You know, enough to prevent being alpha'ed by 6 dreads.

This would mean you could run less efficient spider-tanking FAX as gigantic Guard/Basis or Scythe/Oneiros with strong local tanks and strong RR.

This would form a kind of split beween the FAX ships on a racial basis mirroring the current logistics setups; small gang and solo logi FAX would be more inclined to be Triage, and the dual-spidering FAX would be less inclined to Triage, but could still be set up to do that.

Given that Capitals are now supposed to be at least mildly mobile, this would mean that a set of FAX could move with the fleet. Carriers could still spider tank, but given the lack of RR bonus and lack of any range at all (try energy chaining with a Nidhoggur....) they will be punching bags. just like domi balls are.

The important distinction is that Carriers would carry the DPS, and be supported by logi boats which have virtually no DPS. I mean...ok, I have taken out Spider Scythe roams and it's hella good fun, but it's a niche fleet and not widely applicable.

This means that if you try to recreate Slowcats, you need to devote more and more pilots to FAX in order to scale up and have unbreakable stronk spider RR. lets not fool ourselves, people will do this, just like NDORD fields 14 out of 36 ships as guardians, you can bet some cowards will field 14 of 36 ships as FAX.
This sounds quite reasonable, until you bring Titans and Supers into the equation. A carrier with 500k EHP, even with Fax support is going to die pretty quick.
And with no real counter to Titans and supers other than having more than your enemy - Not having EHP hands the win to the current groups who are already so risk averse they won't drop if there is the slightest risk of real opposition.

Eve warfare is not something that can be balanced or changed by adding a new ship and WoW effects to Titans and Supers or multiple flights of disposable fighters to Carriers and the availability of Battleship sized guns for a dread is simply a waste, because the dominating groups will still dominate. This means there will always be limited capital content which means CCP is wasting their time and money on changes that can not bring about change.

To make capital ships viable, large capital groups need to rethink how they play the game (they won't) - As long as the dominating groups are friends (read, too afraid to fight each other), no capital balancing is going to make a difference - CCP is designing complete classes of ship for a few elite groups who don't really "play Eve".

Eve is supposed to be about "Risk vs Reward" remove the risk - There is no valid reward, just childish egos.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

CaesarGREG
Brutor Tribe
Minmatar Republic
#689 - 2015-11-04 18:48:28 UTC

My opinion

1. Carriers now will be kind drone boat , so let them use normal drones.
2. New Fighters , let me repair them in space!!
3. Refiting out of Wepon Timer its GOOD change and is enough , to disable them refit 100times.

thx all
DragonZer0
SUNDERING
Goonswarm Federation
#690 - 2015-11-04 19:58:41 UTC  |  Edited by: DragonZer0
Been reading through the forums and the capital rework.

Question on the Force Auxiliary Capitals and please come up with a better name.
While in triage will it be able to use it drones as logi tend to miss out on the fight as they usually have nothing to get on km with?
With a reduction in EHP of all capitals will this one have the most potential ehp as this ship will hold the fleet together?

Electronic warfare immunity
Like the idea but at the same time what is the percentage that your looking at for capitals?
Also take note ECM as shouldn't be use on any capitals and dread especially as they currently are used as there scan res is terrible if they get jammed and then re-lock afterwords means a dread could go through a whole siege cycle w/o firing it weapons.
Rest of it I'm alright with as there counters for them.

High Angle Weapon Batteries
Will there be something for the phoenix also
Rapid cruise missile or the like?

Fighters
Over all idea but under tidi how will they respond to commands as currently drones are very delayed if they ever respond to the command.
Also if not being command will they work as current drones as they will agrees what is aggression on the carrier?

The new doomday weapons only one I think that doesn't work well is Doomsday Codename: Sickle
again under tidi how responsive is the game going to be to this type of command.
I would suggest a DD based on the targets you have acquired as it bounces from one to the next in a chain splitting the max amount of damage between all the ships that is targeted. the other 3 are good in there own right. as they are based in the pilot choosing the target in the group to primary rather then an angle which to fire on.
ergherhdfgh
Imperial Academy
Amarr Empire
#691 - 2015-11-05 01:00:02 UTC
I realize that I am not your target audience and my opinion is probably less valid than other players who are.

But for what it's worth with every expansion that you guys put out this game feels a little more like WoW to me. I left WoW for a reason and this game seems to be slipping down that same path.

But again I understand that I am not your target audience and it would probably not be a good idea for you guys to design a game around my playstyle.

Want to talk? Join Cara's channel in game: House Forelli

Tauren Tom
Order of the Silver Dragons
Silver Dragonz
#692 - 2015-11-05 04:50:27 UTC
The hell is

Quote:
Sensor Damning
?
In the grand scheme of things... You're all pubbies. So HTFU.   "It's 106 miles to Chicago, we got a full tank of gas, half a pack of cigarettes, it's dark... and we're wearing sunglasses." - Elwood Blues
Hethen Launderviche
Royal Amarr Institute
Amarr Empire
#693 - 2015-11-05 04:50:46 UTC
First time on the forum (yay!) and I do not know if someone else has made this suggestion; I am very excited about these changes and though I am not a cap pilot as of yet, I really would love to fly one of those behemoths into a thick battle and watch the fireworks.

The idea is a T2 Dreadnought or maybe a separate class all together which allows for extremely long range capital fights. The ship will be like the Dreadnought but it will have similar specs to the Attack Battle cruisers nicknamed the T3 BC for you oldies. It will have the same setup in the sense that the guns that it uses will have annoyingly long range; personally I would like them not to be visible on the local battlefield but that may have issues. All I imagine is warp missiles and fixed laser beams that come from an unknown source (it will be rendered within the proximity of the 2 points as to avoid lag.)

Here are some goals that I would like to have in place to make them more friendly and not tear up the battlefield:
- Very long range and power but severely limited tracking speed to give the effect of heavy artillery
- a long fire time and/or a pre-fire delay similar to the titans proposed doomsday attack
- a spotter ship to pick targets within the local battlefield that can be relayed to the artillery to allow lock on over AU instead of km ranges
- lock on time to take a bit of time for cap and incredibly long for sub-caps so that if the enemy is vigilant enough they can realize there is artillery and track them down.
- the guns have a de-buff against sub-caps.

It isn't a fully fleshed out concept; I admit to only having it a few hours ago but I wanted to propose it early in time so that the idea can be seen and hopefully improved to add a new dimension to cap fleet battles. I really want to hear what others think since I am not a cap pilot, nor have I been in any major cap fleet battles, I do not really have any grounds to say this will be beneficial or not.

An after-note; It could be a module you add to dreads that make normal dreads these super dreads like the siege module or even the siege module turns the special guns, if there are any, into inter-system anti-cap weapons.

Thanks for reading. :)
Captain Awkward
Republic University
Minmatar Republic
#694 - 2015-11-05 10:12:57 UTC
My concern with FAX is that fights might get to static if the only real remote rep they can provide is when in triage.

CCP should remove the "no movement" component of triage while keeping the "no warp" and "no jump" restrictions in place.

That way a FAX still commits to the field but fights dont turn into a 100% static engagement and we see at least some (slow) movement.
Sayod Physulem
Deep Core Mining Inc.
Caldari State
#695 - 2015-11-05 20:29:19 UTC  |  Edited by: Sayod Physulem
Regarding that n+1 topic again...

The problem is, if you top out your defensive capabilites by forcing your logistics into triage you are still playing the n+1 game damage wise. Basically you need enough damage dealer to break the dps tank of the logistics (lets say 10 dreads, just to have something tangible to work with) so when a large group brings 20 dreads and logistics and a small group brings 11 dreads and logisitics the large group will do 20-10=10 dreads of effective dps damage every second and the small group does 11-10=1 effective dread dps damage every second.
So the small group which has more than half the amount of damage dealers does only one tenth of the damage the larger group does. This problem increases with the capabilites of the logistics.

But if you make the logistics weaker you render them useless, just assume the extreme: a fax would only rep as much as a dread - then why bring a fax? if you bring 10 dreads and one fax, you get killed as fast as 11 dreads would, but do less damage.

So lets sum it up: A smaller group will hurt the enemy less than it gets hurt itself, this problem increases with logi. So the smaller group will lose more capitals and like ccp Larrikin said, those capitals losses will hurt them even more than it would hurt the big group

CCP Larrikin wrote:
Arg, this is such a question of scale. For the super large groups out there, losing 20 supers sucks but is pretty easy to replace (20 titans maybe not so much). For the small lowsec pirate group, losing a single super could bankrupt them.
Making them cheaper for the small guy only means the big guys are going to use them alllllll the time because they don't care about losing them.
Its something we're looking at, and we have a couple of interesting choices (for example, insurance in XL Citidels). But we're keen on player input here.


Now I can prove the same for ewar and other things - all the force multipliers are more effective if used by bigger groups. But it is a fallacy to remove all those things.
Why?
Well if you do, and all the fights are just dps races, it is pure math. You can predict the outcome 100% exact.
And now lets do a headcount: how many people will just whelp their ship regularly just that fights happen if they have no chance of winning?

I predict the number is zero.

The only chance to beat this is to make the result less predictable - things that can archieve this are:
  • complexity - different roles mixed fleet compositions
  • player skill involved in the fight itself (not outside because you have all the time there to run the math)

  • and combat refitting is something that involves player skill, as in fast reaction times, staying cool and more. And while it may numerically increase the n+1 problem it also increases complexity which is something that reduces the strenght of numbers to some degree. Because intelligence and skill doesn't scale with numbers.
    Another problem with fixed fitting is, that this does scale - you need only one intelligent and skilled player to create a doctrine fit that everyone uses, so this scales with numbers again.

    This was to explain further why I don't like the removal of combat refitting. And I never heard a good reason why combat fitting should be bad. And no: "combat refitting needs to die" is not a reason.
    Sayod Physulem
    Deep Core Mining Inc.
    Caldari State
    #696 - 2015-11-05 21:35:02 UTC  |  Edited by: Sayod Physulem
    The mass limitation of wormholes made me think - you can only bring a limited amount of capitals at a time, if you want more you have to seed them in a big effort. This counters n+1 very well. So I tried to think of other examples in the game that do things like that, and realized something. You can counter larger numbers with two things:
  • area of effect weapons (yay RnK pipebombs)
  • seperation

  • and Seperation is what I want to talk right now - we all know those pvp viedos where a single player kills ships right under the nose of their fleets, done by seperating the target from their fleet, using fast, long range ships to stay out of the reach of most ships - make them come closer and kill them one by one.

    But this obviously doesn't work with capitals as they don't move much.

    In other scenarios than eve funnelling the enemy through a chokepoint can also archive such things. But space has no terrain, so you can't really do such things - or can you? As I said, wormholes got me thinking.

    So here is my idea:
    What if you can only jump a limited number of capitals into a system within a certain amount of time?

    Lets talk pseudo science: The jump drives of capitals create space warps - you bent space to create a connection from one point to the other, but bending it, stretches it to its breaking point. If you create too many of those tunnels, they get unstable, in other words: not safe to travel anymore.

    Lets say you can only jump 10 capitals every 10 minutes into the system - now you got a chokepoint. You could even seperate them more by limiting the amount of capital jump ins/outs in a certain area of the solar system, if the area of the system is already too stretched you can jump in, in a different area of that system - like at a different planet, safespot, ... This gives the possibility to seperate capitals and creates bigger logistical headaches for bigger groups. Enabling capable small groups to seperate larger groups.

    Lets work through an example:
    You manage to bait an entity with capitals - they jump 10 caps in - spread across the system, the maximum "space bending" is reached - no reinforcements will arrive for some time. You can now try to nail down 9 of those caps, stop them from warping while you take on the last one with your fleet, then the next one, then the next one - if you are fast enough, you can kill them within the ten minutes before reinforcements arrive. Maybe you can delay the other capitals by bending the space with your own capitals on purpose?

    It doesn't stop large fights from happening - you just need more time to deploy all of your chessman, and you will have to gather everytime you jump into a system as you will be spread out (if you don't want that you would have to wait even longer - wait for the area in the system you want to jump to to regenerate). Your subcaptials can try to nail the enemy down at their entry points and stop them from joining the fight.

    It enables smaller fights - as batphones won't result in you getting blobbed right away. Reinforcements will arrive in waves - so you might have time to extract. While the jump fatigue still doesn't protect you from getting stomped - they just can't do it as often.

    So it would be a better limitation to force projection while it wouldn't punish activity. Because it is tied to the system rather to your ship or your character. And it wears of rather fast. It also punishes the logistic guys less - as it doesn't really affect the lone jump freighter.

    So that is the basic concept - maybe some variations/details:
  • you should probably count jump tunnels or ship mass when calculating the impact on the system, that you don't make bomber operations or bridging in general useless
  • maybe make gates chokepoints aswell? like make them have a capacitor? that would mean that it can only jump x amount of people through - after that it needs to regain cap. Maybe link you to the gate, like you can link to a citadel while waiting for the jump, making you invulnerable so that people don't use that for *different* purposes ;-)
  • maybe let people still jump when the space is already bent a lot - just with the risk of exploding?

  • Thoughts? I just had this idea so it will be far from perfect ;-)
    Helene Fidard
    CTRL-Q
    #697 - 2015-11-05 22:25:06 UTC
    I don't think the problem with capitals is going to be fixed by adding more of them

    but knock yourselves out I guess

    Hey! I don't know about you

    but I'm joining CTRL-Q

    Sgt Ocker
    What Corp is it
    #698 - 2015-11-05 23:20:17 UTC
    I don't expect an answer here but did think this needed addressing; Particularly the last sentence and what it implies.
    CCP Larrikin wrote:
    Arg, this is such a question of scale. For the super large groups out there, losing 20 supers sucks but is pretty easy to replace (20 titans maybe not so much). For the small lowsec pirate group, losing a single super could bankrupt them.
    Making them cheaper for the small guy only means the big guys are going to use them alllllll the time because they don't care about losing them.
    Its something we're looking at, and we have a couple of interesting choices (for example, insurance in XL Citidels). But we're keen on player input here.
    You make a very good point - Losing 1 super capital could bankrupt a small group, assessing correctly small groups don't have the resources to replace supers as easily as large groups do.
    But then you remove the idea you have any insight into the problem by suggesting one of the options to help with this could be - for example, insurance in Xlarge Citadels.

    You do ask for player feedback on this so; I have a couple of questions for you..
    How many of these small pirate groups (or any other small group) would you imagine will have access to Xlarge Citadels to insure their supers?
    For the small group. Is fielding an insured Super, knowing it is going to be killed, really going to encourage fights or is it just handing the dominant groups kill mails at the expense of smaller groups ( for an insurance payout equal to 50%? of the supers replacement value)

    Should small groups form coalitions so they are able to afford and defend an Xlarge Citadel - Remembering, if they do, there is likely to be no-one left for them to fight.
    -- - -- - -- - -- - --

    Until the only real conflict driver in Eve (moon mining) is addressed and completely overhauled, nothing can really change as far as "biggest blob wins".
    Large groups have no reason to fight for sov, they have the best sov and have no need for more
    Smaller groups can't contest the large groups for the best sov - So live in (often) less desirable places and remain "content" for the large groups as it suits them.

    -- - -- - -- - -- - --
    The only time the large groups will make an effort to form up is to protect a moon and then they form up in such large numbers (4/11 Ohkunen 217 vs 456) as to ensure their victory.
    Interesting ( although it was primarily a subcap fight), the smaller group of 217 fielded 2 carriers and 44 T2 subcap logi.
    Where the larger group of 456 fielded 12 T2 and 4 T1 logi but did bring 11 dreads, ensuring the opposing carriers were removed from the fight as early as possible.

    Funnily enough, both the groups on the field that night are capable of fielding similar sized Capital / Super fleets, So why didn't they bring them?
    The answer is quite obvious if not a little simplistic - Neither side could guarantee a win with Supers.
    Both fleets are pretty evenly matched in Capital / Super warfare, so are reluctant to field them on opposing sides - Then, what is possibly the decider, any super engagement is going to attract 3rd parties from every group within jump range (super on grid? Screw fatigue, I'll worry about it later), further adding to the uncertainty of victory for either side - Who can muster the larger 3rd party group to ensure victory?
    -- - -- - -- - -- - --

    I know none of this has anything to do with capital rebalancing, or does it?
    Without balancing the reasons and way capital ships are used, rebalancing them is somewhat a waste of time and money - The blob will always win, is not good game balance.

    Shooting Citadels is not reason enough - The biggest blob will always win.
    Really, the biggest groups have already won, they can afford it. So why change something that is broken but works to something that is just as broken and will still work the same way?

    For game play to be interesting for everyone, it needs to be designed so everyone has the same opportunity (joining goons so I can always win, is not game balance). Sort out the underlying issues with balance - You create a whole new game.
    Goons and pets can stay the biggest most risk averse blob in the game but their domination of the game is taken away with the right balance in mechanics.

    Goons (and other large groups) are the biggest complainers when it comes to lack of conflict - They want fights.
    So give them a reason to fight - Sov is not worth fighting over - Moons are the conflict driver, they are the backbone of every group in the game.
    Fix moon mining = Content for all.

    -- - -- - -- - -- - --
    Sorry, this turned into a rant - It wasn't meant to but simply changing capital ships and adding Citadels isn't going to change the risk averse nature of PVP on TQ.

    I would like the opportunity to talk to devs about my ideas - As would thousands of others. So I can only hope someone at CCP will see the light and begin to balance Eve for the future, not just short term gain with no real change.

    My opinions are mine.

      If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

    It really is getting harder and harder to justify $23 a month for each sub.

    Alexander Kreoss
    Viziam
    Amarr Empire
    #699 - 2015-11-06 02:28:45 UTC
    i couldnt agree with Kassasis Dakkstromri more. and i really feel that capitals in general are very ****** compared to many other games versions of capitals. its one thing to balance a game but at no point should capitals have such limited defense for dealing with with sub caps. in all honesty, the time invested in capitals should literally mean you are better than another subcapital ship with a pilot of the same skill and caliber. like in other games. i feel capitals should have a rack or so of medium to large guns or something similar in module form. no bonus really but a dread should have more than 3 main anti capital guns. they should have tons of fire power. and be required to fight intelligently not just get a scram on it and orbit till back up arrives. i mean how worthless can 2.5bil isk be to be taken so easily by a interceptor. so im looking forward to these changes.

    id honestly like to see them with balanced EHP but more like a single module that acts like 6-8 small guns or medium or large.
    you could take a 4 high dread and keep a siege and maybe 2 XL guns with 1(special) 6-8 small medium or large rack. this would i feel give them some versatility in being useful for more than just capital drops. you could take a dread or carrier out and solo pvp with them.
    say a carrier(of current role) could fit 2 sets of 6-8 medium guns to act as anti frig or cruiser batteries. and the modules would have limited capabilities. but you could have projectile, blaster, rails... and such.
    this could allow them to fight inside a 20-40km range without being jsut crapped on by 3 cruisers. i mean you shouldnt be 3 cruisers fighting a XL rep. cause honestly thats all capitals have to use if they want to live....


    ive owned capitals but i just feel they are so worthless outside of group dropping or just transporting stuff. i mean they get used more for station games then anything else. and thats just embarrassing. im all for balance but i hate how ccp has basically created a huge joke out of what should be monsters. and this force auxiliary ship is neat in thought but just another joke. anyone ever seen why your supports hate you. its a **** job with little glory and now you wanna force players and fleets to have to use these ships and support the damage. thats cool in theory for but you'd be better off just implementing that idea as a battleship with capital reps rather then investing in a billion isk ship that just helps other plays enjoy there game more. and i thank anyone who reads this that actually enjoys being the CLERIC. you are special people that deserve better then what you get.

    all in all im glad CCP is doing something that seems in the right direction however you need to make actual capital ships instead of giant specific isk machines that are worthless without each other. a capital in itself should be a terror...... and not something a frigate is all like i got this...., thats just total crap. thanks CCP.
    Andre Coeurl
    Embers Children
    #700 - 2015-11-06 02:35:43 UTC  |  Edited by: Andre Coeurl
    Sayod Physulem wrote:
    The mass limitation of wormholes made me think - you can only bring a limited amount of capitals at a time, if you want more you have to seed them in a big effort. This counters n+1 very well. So I tried to think of other examples in the game that do things like that, and realized something. You can counter larger numbers with two things:
  • area of effect weapons (yay RnK pipebombs)
  • seperation

  • and Seperation is what I want to talk right now - we all know those pvp viedos where a single player kills ships right under the nose of their fleets, done by seperating the target from their fleet, using fast, long range ships to stay out of the reach of most ships - make them come closer and kill them one by one.

    But this obviously doesn't work with capitals as they don't move much.

    In other scenarios than eve funnelling the enemy through a chokepoint can also archive such things. But space has no terrain, so you can't really do such things - or can you? As I said, wormholes got me thinking.

    So here is my idea:
    What if you can only jump a limited number of capitals into a system within a certain amount of time?

    Lets talk pseudo science: The jump drives of capitals create space warps - you bent space to create a connection from one point to the other, but bending it, stretches it to its breaking point. If you create too many of those tunnels, they get unstable, in other words: not safe to travel anymore.

    Lets say you can only jump 10 capitals every 10 minutes into the system - now you got a chokepoint. You could even seperate them more by limiting the amount of capital jump ins/outs in a certain area of the solar system, if the area of the system is already too stretched you can jump in, in a different area of that system - like at a different planet, safespot, ... This gives the possibility to seperate capitals and creates bigger logistical headaches for bigger groups. Enabling capable small groups to seperate larger groups.

    Lets work through an example:
    You manage to bait an entity with capitals - they jump 10 caps in - spread across the system, the maximum "space bending" is reached - no reinforcements will arrive for some time. You can now try to nail down 9 of those caps, stop them from warping while you take on the last one with your fleet, then the next one, then the next one - if you are fast enough, you can kill them within the ten minutes before reinforcements arrive. Maybe you can delay the other capitals by bending the space with your own capitals on purpose?

    It doesn't stop large fights from happening - you just need more time to deploy all of your chessman, and you will have to gather everytime you jump into a system as you will be spread out (if you don't want that you would have to wait even longer - wait for the area in the system you want to jump to to regenerate). Your subcaptials can try to nail the enemy down at their entry points and stop them from joining the fight.

    It enables smaller fights - as batphones won't result in you getting blobbed right away. Reinforcements will arrive in waves - so you might have time to extract. While the jump fatigue still doesn't protect you from getting stomped - they just can't do it as often.

    So it would be a better limitation to force projection while it wouldn't punish activity. Because it is tied to the system rather to your ship or your character. And it wears of rather fast. It also punishes the logistic guys less - as it doesn't really affect the lone jump freighter.

    So that is the basic concept - maybe some variations/details:
  • you should probably count jump tunnels or ship mass when calculating the impact on the system, that you don't make bomber operations or bridging in general useless
  • maybe make gates chokepoints aswell? like make them have a capacitor? that would mean that it can only jump x amount of people through - after that it needs to regain cap. Maybe link you to the gate, like you can link to a citadel while waiting for the jump, making you invulnerable so that people don't use that for *different* purposes ;-)
  • maybe let people still jump when the space is already bent a lot - just with the risk of exploding?


  • Great proposal, at least this would also make sense physics-wise... it's not just a nerf to caps because somebody doesn't understand how to counter them.

    There are some interesting ideas in CCP's proposed changes to cap warfare but some are frankly terrible gamewise, plus they are showing how little some devs care about the YEARS of training cap pilots have been investing... incremental changes are much more likely to avoid breaking the game, and as others pointed already, losing players.
    Creating a while new cline of caps ships to serve NO new role whatsoever? So we need to train, buy, fit a new cap ship type, then deploy 3 shiptypes to do what we previously did with just 2 shiptypes already? That's a huge nonsense!
    The new logi caps will be doing just one thing, and not better than what is done now, so they'll be boring, while carriers will have half their previous role, so they'll prolly be unused because dreads do more DPS and subcaps are more tactical (and cheap).

    So many of us have been training level Vs in racial dreadnoughts or carriers because those ships have a very useful role, now by simply turning the tables under them, I think many of us will be severely pissed off.
    Judging by the current players' numbers CCP has pissed of a lot of people already, in part by introducing highly controversial new game mechanics which often meant sending down the drain huge players' investments in skilltime, assets and organization, partly by being inconsistent with new promising game contents...
    Please learn from mistakes, start listening to players' feedback, and stop thinking that a bold swerve of your nerfbat will fix complex problems, as time and again we have all seen, that isn't the case.