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Fuujin
GoonWaffe
Goonswarm Federation
Posted - 2009.09.15 23:16:00 - [91]
 

Originally by: Van Krakien


yeah but i am talking on an individual basis. Single people can replace 100m not everyone can replace a carrier or dreadnaught so easily.





Insure, and you can. Or have your corp/alliance reimburse you. Or, don't fly what you can't afford to lose. Basic rules of eve here.

LiMu Bai
Posted - 2009.09.15 23:17:00 - [92]
 

Originally by: CCP Abathur
[
Originally by: Many People
My poor Moros!!


Yeah... well... *nerf bat* Twisted Evil

That being said, I'll take another look at their comparative damage output in the next few weeks.




Can you plz explain why youre are doing this to a already weak dread? Other Dreads than Moros do more DMG and can tank more dps. The Moros already was inferior. Why this nerf? I just dont get it. Was there ever a complaint about the evil Moros Powerhouse? Poor Gallente, another nerf :(

/me trains Revelation now

Sertan Deras
Gallente
Merch Industrial
Goonswarm Federation
Posted - 2009.09.15 23:19:00 - [93]
 

Originally by: Van Krakien
Originally by: Fuujin
Edited by: Fuujin on 15/09/2009 22:43:20
Edited by: Fuujin on 15/09/2009 22:42:34
Originally by: Van Krakien
this new titan super weapon is just as bad as the doomsday.....Instead of being able to kill a battleship that cost 100m now you lose your carrier or dreadnaught which will run up a few billion.....good thinking ccp......


A single carrier/mom/battleship, not potentially every ship within 250KM of your own. BIG difference.

40 battleship fleet=well over 4 billion isk. 1 dread=2 billion, unless you're doing some silly deadspace fitting.


Edit: Beaten....


yeah but i am talking on an individual basis. Single people can replace 100m not everyone can replace a carrier or dreadnaught so easily.

beaten......


Uhh, this is pretty simple: Don't fly what you can't afford to lose. This has been a cardinal rule of EVE FOREVER, and if you don't live by it, that's your fault.

Lucas Tigh
GoonWaffe
Goonswarm Federation
Posted - 2009.09.15 23:19:00 - [94]
 

Originally by: CCP Abathur
Originally by: Many People
My poor Moros!!


Yeah... well... *nerf bat* Twisted Evil

That being said, I'll take another look at their comparative damage output in the next few weeks.


Neutral

See above about the Moros being balanced and in line with all the other dreads, with the possible exception of the Phoenix. I'm not going to go on about this as others already have.

But really. Isn't it about time that you instead looked at nerfing Amarr? There's a reason that they are the preference, if not standard, of large fleet fights. All the "Oh well, time to train for a Revelation now" comments in this thread should be a wakeup call. When a player doesn't need to make any sort of analysis about what ship would be best suited for their needs (ie, "just fly Amarr"), there's a balance problem. We poor, downtrodden (:P) Gallente pilots were hoping that one of the key selling points of this patch would be CPP not swinging the nerf bat in our direction. So much for that.

Amarr have been FotM FotY FotLFP (flavor of the last four patches). Maybe it's time to bring the balance back to an actual state of balance, like, oh, I don't know, how things are on TQ right now (save a possible buff to the Phoenix).

As was said above: great, another ship class that Gallente are the indisputable worst in.

Viper ShizzIe
Habitual Euthanasia
Pandemic Legion
Posted - 2009.09.15 23:20:00 - [95]
 

How massive will the HP boost be for titans?

Is there anything else being added to make "supercarriers" more attractive? Jump range could really be looked at, will they retain the ECM burst module? Will fighter bombers be for MS only? Will they receive the same HP boost as titans? Will they get any added supercarrier only modules? Capital warp disruptors that work the same as a HIC focused point would be a great addition. Will they be worthwhile to trap an alt/main in now?

Do you think people will use titans in combat moreso now that they're able to only destroy one ship every five minutes, and in doing so be vulnerable for long enough that just about any competent (and even some that blatantly aren't) HIC/DIC pilot can get ontop of them without the titans having a way to defend themselves against smaller ships? Saying "bring a bigger fleet" really isn't an answer to this. Titans should have support, but I really don't expect many people to use them unless the ROF is substantially increased or you can fit multiple DD modules. The reward for the risk isn't there, especially with the immobility for 30 seconds being a death sentence.

Kalissa
Sacred Templars
RED.OverLord
Posted - 2009.09.15 23:22:00 - [96]
 

Edited by: Kalissa on 15/09/2009 23:22:44
Generally a good blog there a couple of questions though.

I would say the hit point increase which CCP is saying is "respectable" needs to be more like "generous", CCP should really be working along the line of making a Titan be able to tank lets say 40 dreads in siege for quite some time, as with the proliferation of Dreads in the game now being hotdropped by that kinda force coming down on it is quite feasible. Maybe add some kinda repair bonus for the titan? Or a resistance to capital sized weapons? As I said if you're not gonna do that then make the HP to be along the lines of a large pos cos anything less and you're gonna increase the titans survival time by minutes not the kinda time necessary for help to get to it.

I would also give a repair bonus to Motherships too along with their hitpoint increase, they need something extra on the defence front for certain.

Good move on the Moros, leaving Dreads and Carriers as they are is a good move too

But I gotta say CCP you guys are gonna ruin your reputation if you carry on like this, you actually do generally seem to see the problem as the majority of us see it this time! Wink


ElvenLord
4S Corporation
Morsus Mihi
Posted - 2009.09.15 23:23:00 - [97]
 

Well it would be nice and interesting to maybe add a bit of a splash damage (15-25 km radius) to the new DD.

Originally by: CCP Abathur
Anyone that cowboys a titan into 150 dreads probably shouldn't be in a Titan anyway. These ships, along with the Supercarriers, are not intended to be solo pwnmobiles. With proper support, however, they will force your opponents to make some hard choices about who or what they are calling primary.


I do remember a certain someone cowboy a supercap more them few times (h-w for example), but I guess ppl change over time :P

Soleil Fournier
StarFleet Enterprises
Systematic-Chaos
Posted - 2009.09.15 23:25:00 - [98]
 

Edited by: Soleil Fournier on 15/09/2009 23:31:17

I agree with a previous poster:

Putting 2+ titans in a system will be a big problem with this design. Your 1 titan won't be able to DD a supercap to death, but that titan buddy right behind him lands the finishing blow 2.45 seconds later. People won't be willing to risk putting their super caps on the field with that type of scenerio.

It just gets worse when there's 4,5,6 titans in the same system, but this design would encourage that type of titan blobbing. It's like Neuclear weapons....mutually assured destruction keeps fighting from happening...but we want to encourage fighting, not have a cold war situation, right?

There needs to be some type of limiter on super cap blobbing.

LiMu Bai
Posted - 2009.09.15 23:27:00 - [99]
 

Originally by: Kalissa

CCP should really be working along the line of making a Titan be able to tank lets say 40 dreads in siege for quite some time,

[/quote



Well, i think If titans are that hard to take out, a /logoffski might save them in all random cases, since you wont be able to kill a tackled titan within 15 mins.

Misanth
RABBLE RABBLE RABBLE
Posted - 2009.09.15 23:27:00 - [100]
 

Originally by: Fitz VonHeise
Originally by: Misanth
Removing the Clone Vat, ...
MS's would have been far more usefull if CCP had made the clone vat bays act like a station clone bay. In which people could put a clone in it and after the MS jumps to the battlefield area the guys who are back at Home HQ area could jump to it and get their ships out... when op is over would put ship back in MS and clone jump back to the Home system.

This would require a large ship hanger (3-4x) as well as allowing multiple clone jumps rather the the one off ones now.


I'm guessing that's the future plan for the "new" mothership that CCP wants to introduce some day. That's why they stole the name from the ship today and introduce the "superlame" (that might've been funny if it wasn't so damn gay) "supercarrier".

"Oh hi honey, I'm gonna go to the store and buy the super ultra washing powder, because it's super ultra good!" "Super" is one of those superlatives that is added just to make things sound super good, when in fact it's just the same **** with a lame label. Rolling Eyes

Vile rat
GoonWaffe
Goonswarm Federation
Posted - 2009.09.15 23:29:00 - [101]
 

Quote:
Dreads will remain unchanged with one small exception - the Moros will only receive its drone damage bonus if it is in siege mode.


I can say with confidence nobody on your balancing team flies Gallente dreads. Hell you can't even scoop your drones still even though you extended the range modestly. I think the image in your head of what Moroses can do don't quite match reality just FYI.

Zastrow J
GoonFleet
GoonSwarm
Posted - 2009.09.15 23:30:00 - [102]
 

Originally by: Kalissa
Edited by: Kalissa on 15/09/2009 23:22:44
Generally a good blog there a couple of questions though.

I would say the hit point increase which CCP is saying is "respectable" needs to be more like "generous", CCP should really be working along the line of making a Titan be able to tank lets say 40 dreads in siege for quite some time, as with the proliferation of Dreads in the game now being hotdropped by that kinda force coming down on it is quite feasible. Maybe add some kinda repair bonus for the titan? Or a resistance to capital sized weapons? As I said if you're not gonna do that then make the HP to be along the lines of a large pos cos anything less and you're gonna increase the titans survival time by minutes not the kinda time necessary for help to get to it.

I would also give a repair bonus to Motherships too along with their hitpoint increase, they need something extra on the defence front for certain.

Good move on the Moros, leaving Dreads and Carriers as they are is a good move too

But I gotta say CCP you guys are gonna ruin your reputation if you carry on like this, you actually do generally seem to see the problem as the majority of us see it this time! Wink




a titan, by itself, against 40 dreads? yea there's no situation where that titan shouldn't be completely boned. A titan tanking 40 dreads but with a half-dozen triage carriers repping? That's more reasonable.

Pnuka
GoonFleet
GoonSwarm
Posted - 2009.09.15 23:30:00 - [103]
 

Originally by: Soleil Fournier
Edited by: Soleil Fournier on 15/09/2009 23:26:19
I agree with a previous poster:

Putting 2+ titans in a system will be a big problem with this design. Your 1 titan won't be able to DD a supercap to death, but that titan buddy right behind him lands the finishing blow 2.45 seconds later. People won't be willing to risk putting their super caps on the field with that type of scenerio.

It just gets worse when there's 4,5,6 titans in the same system. There needs to be some type of limiter. The diminishing return setup where 4 titans shooting at 1 target....but really only the 1st DD counts that CCP has talked about before, or some other type of limiter should be implemented to combat this.


Wondering this as well, if a super cap can only withstand 2-3 shots, they won't be fielded.

Jen Khai
Black Hawk Down Syndrome
Posted - 2009.09.15 23:35:00 - [104]
 

Instapopping cap ships is really a bad idea. How is that fun for anyone? Why doesnt ccp understand that instapopping things without any defense is just a horrible unfun design decission. 3 titans jump in and instapop your mothership. yey, you didnt even have a chance to do anything. 30bil down the drain.

Also did you think about the scaling of this? If supercaps will continue to be build at this rate you will get a single alliance drop 10 titans into a dreadfleet fight, killing 10 caps every 5-10 mins. Nice

ElvenLord
4S Corporation
Morsus Mihi
Posted - 2009.09.15 23:37:00 - [105]
 

ah few more questions
That HP boost, can we get it in numbers (would like do do some math)?

Also there is now a greater risk in producing supercaps, aka in titan case 50bil of assets locked and vulnerable for 45 days, or in "supercarrier" case 13-15bil for 21 days.
Is there any plans on reducing building time on those (trough upgrades or just as such) or ways of at least partially securing their production (station building)?

Sybilla Prior
Posted - 2009.09.15 23:40:00 - [106]
 

About the Titan's single-target DD...
The effect is basically the same as a blob assigning a primary target: loads of damage onto a single target. But then, losing a couple of ships in your blob isn't going to decrease it's damage output by a huge amount, yet killing the titan will decrease the damage output to zero. So why should a fleet choose a titan over a conventional blob when both do the same thing but a blob is more resiliant?

Pilk
Evolution
IT Alliance
Posted - 2009.09.15 23:43:00 - [107]
 

Will the Doomsday Operation skill be transformed into a skill affecting the new targeted weapon, or at least something useful? As someone with DDO V, this is quite important to me.

Carriers, and motherships even more so (thanks to their EW immunity), excel at asymmetric warfare. That was what always made me want to undock/warp in my carrier--I could legitimately fight off two dozen enemies with a single ship. Of course, risk/reward came into it still; I couldn't realistically loot any wrecks I managed to generate, and if someone did manage to get a good bump on me or a proper tackle and a backup gang, I was toast in a ship worth more than most roaming fleets (and I'd drop excellent loot, too!).

What I don't see here is anything to enhance that role; instead, motherships become kinda like dreadnoughts only not nearly as good. Motherships are now not all that great, anyway, since you'd be better off with a single Titan omgwtfpwning an enemy cap every five/(X) minutes than three or four motherships whose damage can be countered by spidertanks. There seems little point in removing the gang link bonuses other than spite; you yourself said the ship was rarely used and underpowered, and now you've eliminated both one of the few reasons to field a mothership, and one of the few training paths open to those who've maxed their mothership-flying skills.

Why not flesh out the clone vat bay idea? Make a mothership a true fleet-spawning powerhouse: all of a sudden, a cyno opens, two motherships appear, and ten battleships, ten HACs, two HICs, and four carriers'-worth of fighters are in your system. It's like a hotdrop, but all of a sudden subcap pilots can come play, which means that instead of two people having fun, it's more like two dozen. I very much doubt this is the best implementation of the mothership concept you can come up with, but surely there's more opportunity of "emergence" coming out of giving players choices than comes out of removing those choices.

--P

CONVlCTED
Posted - 2009.09.15 23:49:00 - [108]
 

indeed, what exactly is the point of having supacarriers be basically a dreadnaught but worse and more expensive? It's like you gave all cap ships (except the un-super carrier) the same role now. They are all supposed to kill cap ships. Wouldn't diversifying their use make more sense?

Audrea
Evolution
IT Alliance
Posted - 2009.09.15 23:51:00 - [109]
 

Edited by: Audrea on 15/09/2009 23:54:46
Sad news about the Moros nerf, but the rest - About DAMN TIME!!!

I would like to propose a new type of drone - just the general idea, up to you (if you like the idea), to decide which ships can use them:
Basically, a new kind of drone, something like the ones Atlantis had in the Stargate tv series - you launch them at a specific target, and it cannot escape them, unless going into warp.

However, these would be ONE time use - once they impact the intended ship - they explode, doing massive damage to the enemy ship.

Perhaps even have 2 variants: Gallente one would be shield piercing technology; which bypasses shields and strikes armor/hull directly, while Caldari would be the opposite - pirece the armor, but do shield/hull damage instead...

Of course, I'd want to see them bright yellow, something like the originals Cool

The idea can of course be tweaked, to either be massive and large volume that takes a lot of space, or smaller, small in space as well - each powerful but not too powerful alone - in this role, a carrier could could be launching dozens of those at one target at a time (like frigates, and other small tackling ships at the battlefield) - they'd take time to reach the target, and they'd keep coming non stop, until the target either dies, lock is lost (already released ones still track it, or hit random hostiles).

Well I think this would be an interesting incentive to bring carriers more, to the front lines...

Jason Edwards
Internet Tough Guy
Spreadsheets Online
Posted - 2009.09.15 23:52:00 - [110]
 

Quote:
The current RoF on the super weapons is five minutes. This is because we plan to let everyone do a lot of testing on SiSi over the next several weeks. We will continue to balance based upon the results of public testing and feedback. Firing the weapon has the current effects:

* Immobility for 30 seconds.

* Jump drive non-operational for five minutes.

5 mins ok.

Quote:
The difference is that instead of ruining the day of a couple hundred people (potentially worth X billions of Battleships and HACs) with the push of a single button, you are ruining the day of one person.

Random double dd

Damage done (ISK): 7.91B - 7912.18M

For the hell of it. Lets call it 10 billion.

Random cap battle.

Damage done (ISK): 75.73B - 75730.14M

This cap battle went on from 13:50 - 14:43 1 hour or so.

So 1 titan theoretically could destroy 20 capships in that period. Lets just go with 10 caps.

Average capship costs say 2billion. So he does 20 billion in damages.

So the titan is doing twice the damage to people. Focused all in on fewer people. Those fewer people being personally hurt far worse then those losing cheapfit bs.

Zhentor
Posted - 2009.09.15 23:52:00 - [111]
 

WTB numbers on HP boost for both Titans and xmom's.

Avernus
Gallente
Paragon Fury
Cascade Imminent
Posted - 2009.09.15 23:53:00 - [112]
 

Ah, that is some truely juice concept art. The Gallente fighter bombers do look great, sort of understandable that they'll be supercarrier exclusive in order to help give them a role. Begs the question once the testing start, is how fast can a flight of these from one 'SC?' take down your average dread or carrier.

Vile rat
GoonWaffe
Goonswarm Federation
Posted - 2009.09.15 23:58:00 - [113]
 

No lets talk about the moros nerf some more.

Misanth
RABBLE RABBLE RABBLE
Posted - 2009.09.16 00:00:00 - [114]
 

Originally by: CCP Abathur
‘Bays' Again

We are also working hard to bring the next iteration of our ‘bay' concept into Dominion in the form of Fighter / Fighter Bomber bays for Carriers and Supercarriers. This will allow you to better organize and separate your primary strike craft from your regular drones. In addition to allowing us to better balance the numbers of drones that these classes of ships carry around with them, we are also doing this for performance reasons. The server does not like it when Supercarriers have 1500 spare Hobgoblin II's in their drone bays and making the server happy is always a good thing.


This needs to be elaborated on.

I assume that you want to separate a Fighter/Fighter Bomber bay from the regular drone bay? So that means we'll still have a dronebay? It's quite a crucial question.

Fighters; Have alot of flaws. First off they don't hit POS (which btw is the major source to instigate a cap fight..), in those situation you field sentry drones. In the lag-fights they won't come respond. I've lost more money to Fighters than have 10min+ lags then I've lost isk to any single shiptype in this game. It's in some cases a pretty useless weaponsystem.

Sentries; Is awsome for POS bash, and in laggy fights when you want a weapon system in space you can "throw-away" while you can't control your drones. I've used Sentries alot more frequent while I flew carrier, than I used Fighters. This weaponsystem is more reliable, and cheaper in lag situation.

EWAR drones; Is a necessity. EC-xxx flights, multiple, is your self-defence vs tacklers. That and neuts is the only thing that keeps your mothership free from a HIC, for example.

Heavy/Medium/Light; Heavy/Meds are really not necessary, that's covered by Fighters and Sentries. However, the Lights is the only tool vs smaller ships and another self-defence that is pretty crucial.

Maintenance bots; My Aeon don't rep shield. But I carry several t1 flights of Shield Maintenance Bots for post-battle/POS rep. This is something incredibly useful, and in my eyes necessary.

The Fighter-system is expensive and unreliable as it is, the dronebays we have today is a necessity. As for the rest of the changes, it's pretty obvious you/CCP want our supercaps back on the battlefield (single target/turret use for Titans, Fighter Bombers for moms). At the same time we still have the 65/15bil hulls that dies to a couple of dreads.

Will I put my Aeon on field vs enemies that I know have Dreads today? No way. Will I do it if I get 100% more hp and Fighter Bombers? No way. Will I do that if I get x10 more hp and no FB's? Somewhere around here I'll start consider it. It'll take a significant survivability possibility before I use my logistic ship (that's what I bought it for) to be fielded in combat.

I'd rather see logistic (LY range, bigger maintenance bay)/survability boosts, then combat boosts, but if you have to boost combat - stop looking at the (somewhat/sometimes useless) fighters and consider what the insane amounts of capitals do to our expensive hulls instead.

And for the sake of anything, drop the incredibly lame Supercarrier-name. Confused

Battle Tested
Shiva
Posted - 2009.09.16 00:03:00 - [115]
 

As it stands right now capital armor reps and capital shield boosters hardly have any affect on a supercap....Shouldnt "supercarriers" and titans at least get 100% repair bonus to these modules? fitting cap rep mods on supercaps is like fitting small reppers on a battleship (basically useless)

Talosen
Shiva
Morsus Mihi
Posted - 2009.09.16 00:05:00 - [116]
 

Originally by: Audrea
Edited by: Audrea on 15/09/2009 23:54:46
Sad news about the Moros nerf, but the rest - About DAMN TIME!!!

I would like to propose a new type of drone - just the general idea, up to you (if you like the idea), to decide which ships can use them:
Basically, a new kind of drone, something like the ones Atlantis had in the Stargate tv series - you launch them at a specific target, and it cannot escape them, unless going into warp.

However, these would be ONE time use - once they impact the intended ship - they explode, doing massive damage to the enemy ship.

Perhaps even have 2 variants: Gallente one would be shield piercing technology; which bypasses shields and strikes armor/hull directly, while Caldari would be the opposite - pirece the armor, but do shield/hull damage instead...

Of course, I'd want to see them bright yellow, something like the originals Cool

The idea can of course be tweaked, to either be massive and large volume that takes a lot of space, or smaller, small in space as well - each powerful but not too powerful alone - in this role, a carrier could could be launching dozens of those at one target at a time (like frigates, and other small tackling ships at the battlefield) - they'd take time to reach the target, and they'd keep coming non stop, until the target either dies, lock is lost (already released ones still track it, or hit random hostiles).

Well I think this would be an interesting incentive to bring carriers more, to the front lines...


We have that already. they're called "Missiles" Rolling Eyes

Avernus
Gallente
Paragon Fury
Cascade Imminent
Posted - 2009.09.16 00:06:00 - [117]
 

Edited by: Avernus on 16/09/2009 00:07:17
Originally by: Vile rat
No lets talk about the moros nerf some more.

Hey, I was getting there... give it a bit...

Originally by: Zastrow J
I said this at the CSM summit and I'm repeating it here: while I understand the desire to keep a Moros from raping any subcap to get closer than 60km with drones, making it rely on sentries in siege to even come near the dps of the other dreads makes it by far the least desirable dread. Its only saving grace was it's ability to fight off subcaps out of siege but with that gone it's just going to be one more class of ship where Gallente is the worst.

Have to agree with the above. The primary (only) advantage of the Moros was that of a fleet defender... add in the fact that you can only target TWO things at a time while in siege along with the molasses lock time, and the Moros is flat out nerfed.

Safina Kalare
Posted - 2009.09.16 00:07:00 - [118]
 

if you nerf the moros its the last day i will play eve i spent months to learn all the skills and max them out and naw you want to punish me for my hard work and my style of play Twisted Evil

Pilk
Evolution
IT Alliance
Posted - 2009.09.16 00:08:00 - [119]
 

Originally by: Misanth
Lots of stuff about the roles of various drones.

It's very, very rare that I have the pleasure of reading the comments of someone who sees eye-to-eye with me when it comes to drones in a carrier. You may stay.

--P

DigitalCommunist
November Corporation
Posted - 2009.09.16 00:10:00 - [120]
 

Edited by: DigitalCommunist on 16/09/2009 00:46:31
Titans as super dreads and Motherships as super carriers is utterly, mind-numbingly boring. It takes what we can already do, and puts another spin on it - where the main difference is a "bigger hull" construction tax. What is the point of Dominion if you curb past ambitions and settle for less, without actually addressing where you went wrong?

Supercapitals didn't come out right for three reasons:

  • kept relying on isk/skillpoints as a deterrent to ownership, which obviously does not work in the long run

  • didn't devote enough coding resources to use unique mechanics, and instead recycled crap from the usual ship lineup

  • underestimated how easily players can vaporize any amount of HP


Supercapitals should:

  • NOT BE SHIPS, OR USE ANY OF THEIR MECHANICS GODDAMNIT

  • be fully persistent and not go "poof" when someone decides they don't feel like defending it that day

  • use reinforced/anchoring modes over passive/active tanking for defense

  • require upkeep for operations just like starbases, deterring ownership for the sake of ownership through cost AND logistics

  • require actual teamwork and logistics in their construction, key word: work

  • require actual resources to repair and corporate roles in control

  • require more than the push of a button to cyno out

  • provide limited services/interactivity to allies with or without an active pilot at the helm

  • not have 'normal ship' modules or slots; retrofits involving POS + time + money that leave them vulnerable


Titans should:

  • automatically be reconsidered for balancing if more than a handful exist in the entire game

  • have an even more powerful Doomsday, but one that does damage over time, costs major resources and leaves tactical after-effects on grid/system to screw with both sides

  • not portal fleets, but carry them instead

  • provide limited manufacturing capability

  • scare the crap out of BOTH SIDES' FCs by preventing anything from escaping

  • eat dreadnaughts for breakfast


Motherships should:

  • be a viable offensive mobile base for medium-large sized corporations

  • rely on signature masking, scanner spoofing and environments to "hide" from hostiles

  • provide full clone services, to give fallen allies a chance to rejoin the fleet battle before its over

  • provide ammo, charge, drone construction capability


All capitals should:

  • NOT HAVE ANY INSURANCE, BASIC OR OTHERWISE FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFGLGHRLGHLNRNGHGHGHHGLRRR

  • require jumpdrive spooling that isn't so immediate/instant

  • have racial differences in capital stats (fuel cost, jump range, fighter bay, etc) and not just Tech 1


Alright I'm losing steam and I can't even remember half the stuff I wrote here ages ago (includes Dreadnaughts/Carriers). But the point is..

The quality of capital warfare is directly proportional to the amount of new mechanics and coding resources you throw at them, even if the whole thing is unbalanced and buggy as hell to start with.

It's disappointing that after so much talk and wait, your way of addressing supercapitals is to remove them in all but name. What is this cautious nonsense and how did it get in my CCP? >:E

BE A MAN.


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