Original Post — Direct link

((Reposting this across from INN as I know Reddit generally doesn't read the site, and I felt this was a post best shared with the wider community.))

So, as you may have noticed, I’m no longer a member of the CSM. And, after handover took place near the start of this month, leaving CSM 14 all on their own, I was able to mention a few final things to CCP. Chief among the topics I broached is, as this article is titled, my observation that Capitals have effectively made Subcapitals redundant in a large majority of roles in EVE. This is something that Arrendis touched on in his excellent article “Why the Nullsec Blackout won’t fix EVE”, which I do recommend you read, but I wanted to dive a little deeper into some of the things that Capitals and Supercapitals do currently – And why I think their ability to perform certain roles is detrimental to the game.

For people with long histories of playing the game might remember the time when Supercarriers could use regular drones. It’s power here was similar to the Pantheon (or Slowcat/Boot) doctrine that would later rise to prominence is 2013-4, reaching its apex with the Wrecking Ball formation that saw it’s own demise with the drone assist changes in Rubicon. But, what I found most interesting after going back to dig up this old change, was the specific reasoning CCP used at the time to justify their change;

“The reason that supercarriers can deal with any size of ship is the versatility provided by its massive drone bay. Having access to almost unlimited combat drones of all sizes and being able to launch 20 of them at a time means that they have an answer to almost any situation. In fact, we found that drones on capital ships in general to be detrimental to the way fleet fights should work. If you want to deal with sub-capitals, you should bring your own sub-capitals or a carrier.”

Here, something that I have long believed to be the case is confirmed to have once been CCP’s own view on the matter. That in order to deal with Subcapitals, you should bring something that Subcapitals have a chance to kill, in order to give the attacker a reasonable ability to fight back without forcing them to have their own capital fleet to bring to bear. This gives smaller groups a reasonable chance of making an impact.

This is something that CCP only reinforced when stating their goals during the 2016 rebalance which lead to our current capital state;

*“Before we started looking at details, we wanted to firmly fix the goal of the design for capitals

  • Provide interactive, meaningful, gameplay.
  • -Obtaining and mastering capital ships, as well as fighting and destroying them, should be a compelling aspirational goal for players.
  • Capital ships are the premier weapon for killing structures.
  • Capital ships should be effective in most combat situations without completely dominating the battlefield and without invalidating other ship types.“*

What I hope to do during this article is demonstrate the various ways in which Capitals and Supercapitals fail to achieve these goals, by dominating the battlefield and invalidating other ship types, whilst removing the ability for players to have meaningful interactions with them. And, as I always try and be constructive in my feedback, I’ll be including in this what I consider to be the ways to fix this.

I doubt that you, the reader, will agree with every point or suggest change – But that’s what the comment section is for, so feel free to call me an idiot, or whatever epithet you prefer there.

SUPERS, CARRIERS & SUPPORT FIGHTERS

In my opinion, one of the reasons why Supercarriers and Carriers are an eternal balance problem is not just due to their high application, but also due to the simple fact that they can tackle for themselves. Through using Sirens and Dromis, a group of Carriers can completely negate the need to bring subcapital support for themselves to tackle down their targets, meaning that there is simply no reason to bring them in the first place given that they’ll have vastly less EHP than the carriers that use these fighters.

It is true that you can, with enough time, kill off all the Sirens and Dromis a carrier group can bring. But by that point, given the incredible DPS that they can put out, and augment the application of, it’s most likely that your group of attackers will already be dead. Beyond that, the actual cost of Sirens and Dromis is so little that killing a group of said fighters has no real impact, costing around 20m per flight.

Ultimately, I believe that Support Fighters being added to the game in the first place was a mistake. Capitals should not have the ability to support their own application to subcapitals, nor should they be able to lock their opponents on grid themselves, as it removes a key niche that they are supposed to excel in. This means that there’s no need to actually sit down and craft a fleet composition before engaging an opposing fleet in a home defence situation – Just grab as many supers and FAX as you can and jump to the cyno. This only helps increase the reaction speed that Capitals are able to have in these sorts of scenarios, as your fleet will be able to utilise any tools they need once they enter the battlefield.

As a result of this, I would suggest either completely removing Support Fighters from the game, or at the very least remove the tackling elements from them – Changing the Dromi and Siren to be Paint and Damp fighters respectively. Potentially, Carriers could be given a small application buff in order to retain the original vision of Carriers as anti-subcapital capitals, but I’d rather amputate the gangrenous limb and worry about reconstructive surgery later.

FORCE AUXILIARIES

Now, FAX have a lot of problems in my opinion, but the biggest one is the fact that they are balanced around the DPS levels of capital warfare. As an example of what I mean by this, here’s a link to a relatively cheap “Master Race” Apostle. If you throw this into Pyfa, you’ll be able to see that even with it’s own boosts and no mindlink, whilst costing around 3.5 billion ISK you can hit a tank of 500,000 EHP/s. Completely cap stable, thanks to the joy that is 3200 Cap boosters.

This means that even on it’s own, this ship would require 110 Munnins, or 50 Abbadons to actually break the tank of this ship. With heat, a few more blingy modules, and better boosts you can almost double this tank for a short period of time. This means that FAX are effectively invulnerable to being burnt down in combat by anything short of a strategic level fleet of subcapitals, which is a hilariously huge boost when compared to what pre-FAX triage were able to self-rep for.

Combine this with the fact that when in Triage a FAX can lock faster, apply it’s reps faster, and ultimately rep nearly 10x harder than the equivalent T2 Logistics – And FAX become effectively an I-Win button in smaller fights, unless your opponent has the ability to escalate with capitals of their own, or you chose to bring a Tryglavian doctrine. Add this on top of the existing power of capitals and supercapitals to punch down onto subcapitals without the need to bring subcapitals of their own, which some doctrines can volley through, and you end up with the incredible power of the so called “Umbrella” which allows for nearly impervious ratting – As long as you’re in a big enough ship that won’t die before backup arrives.

In a capital vs capital situation, FAXes are also fairly powerful, which is something I went through a good while ago. However, I’ve never claimed to be an expert in capital vs capital warfare, so I won’t comment too heavily on it.

What I would suggest as a fix here is twofold. To deal with the power of MR FAX, I’d simply reduce the amount that capital reps by 50-65%, and give Dreadnoughts a role bonus to make up their lost rep power from that nerf. This will still allow FAX to deal with smaller fleets and have the ability to mitigate incoming damage, but will put them at greater risk of subcapital escalation, should they misjudge the size of the fleet they’re facing.

This is a change that I know will likely be very controversial, but the other thing I would suggest is nerfing the Scan Res bonus that the Triage Module gives by 33-50%, in order to increase their lock time significantly on subcapitals. This would not impact their ability to lock capitals during combat heavily, due to the logarithmic nature of lock times, but would increase their lock times on capitals to be well above that of subcapitals Logistics. I believe that this would force people to use subcapital Logistics at the very least as a stop-gap before capital reps landing, leaving them with the rep power to still impact capital and subcapital warfare, but giving them more defined weaknesses other than being locked in place.

TITANS

Now, much like Carriers and Supercarriers, Titans have the problem that they dominate any fight they’re introduced into, with even a modicum of support or forethought. Whilst they lack the abillity to actually augment their application, due to the fact that the tracking formula uses the distance from the centre of a model, to the centre of the target model, rather than edge-to-edge (which is what the overview uses) Titans by sheer nature of being huge ships have a massive bonus to tracking. If you sit at what your overview will tell you is 0m on an Avatar, you’ll be somewhere between 9 and 13km away from it as far as the tracking formula is concerned, which drastically reduces your ability to use sigtanking against them.

This is on top of the fact that Titans can still use HAWs, despite CSM 13 – A CSM filled with arguably the biggest abusers of this mechanic – was unanimous in wanting them to be removed, as you can see from the minutes.

This means that Titans have access to a weapon system which is primarily balanced around their usage on a Dread platform and it’s tracking levels, but with the inherent tracking bonus of being a huge ship.

Not only do Titans have an incredibly powerful DPS platform om HAWs which allows them to clear off any tackle (Hictors and Dictors) without subcap support, but this is then augmented by what is possibly the single most powerful set of modules in the game; AoE Doomsdays.

These have in the modern era effectively replaced real bombing runs, which at least took a huge amount of skill to set up, and has counters in the form of defender missiles and firewalling. The counter to AoE DDs is simply to not be flying something which is slow enough to get hit by an AoE DD, as they can kill fully tanked battleships in one or two direct hits – Completely wiping fleets off the face of the earth. It’s not even as though this is something which only affects big ships either, with Bosons being regularly used to kill Interceptors as they’re coming out of warp in Delve.

This makes Titans not only a ship with incredible raw power, with only the need to be supported with FAX for a fully realised composition, but also the single best force multiplier in the game. As a result, I’d suggest removing AoE DDs completely from the game (or making them effectively only apply to sieged/triaged caps), and disallow the fitting of HAWs to them completely – Reserving them for Dreads only.

WILL THIS FIX THE GAME?

Absolutely not.

There’s plenty of other aspects to nullsec that need to be addressed in my opinion, such as the raw power of cynos and instant escalation, and the inherent drudgery in the Entosis sov system, not to mention the complete lack of meaningful small gang objectives which could drive content. But what I believe these nerfs would do is to force the game back into a state where there is an actual escalation path, starting at subcapitals, then bringing in capitals to help augment your subcapitals, and finally bringing in supers to deal with opposing capitals – Instead of just jumping to that last step and winning anyway.

You’re still going to have larger alliances be able to bring more subcaps to bear, and probably fast enough to save their ratting assets in a decent percentage of cases, but at least it would allow those attempting to interdict the empires of EVE the opportunity to fight against ships which are in the same weight class as the ships they can bring to bear.

External link →
over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Gerier

Faxes are really a fun-killer. If you cannot Alpha a target you're pretty much useless on the grid and can only watch as they slowly bash down your Structure.

Christ, I'd love to just CTRL+A > Delete force auxiliaries and give regular carriers their split role back.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by theonlyXns

I agree with this. A carrier should just be a fighter boat, dread a DPS farm, FAXs honestly should maybe only be links (no cap logi, efff that), with a MOM being FB/clone support, and the Titan just being that OHGODEPEENOHKO bridge.

Specific roles with specific bonuses. Even when combined, there atill needs to be a need for subcaps, such as tackle, ewar, logi. Like I said, no cap-sized logi ships. If it dies, it dies. They already have a huge ehp and dps advantage

It was more fun when half the galaxy didn't have a super either and even just having 500m was like 'awyusImRICH'

Edit: I'm also a fan of BSes with cap guns. That'd be fun.

I'd prefer just to delete force aux to be honest, and give carriers their split role back so that they could focus on EITHER anti-cap DPS or support, without mixing the two.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by bluescreen2315

Are you guys compensating skillpoints for future nerfs?

Or is where a plan to adapt trainingtime for capitals once changes are made?

There are no plans to make these changes, it's just me talking shop and thinking about ideas - I don't work in game design ;)

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Ivoidbringerr

For the love of god do it then please!

Please undo one of the most cancerous, fun destroying, clearly not thought through decisions in CCP history

Not up to me, mate! <3

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by theonlyXns

Move cap logi to a BS that can fit cap reps?

I see current T2 logi being effective, but not impossible to kill. I feel if a cap ship has logi, the only way to whelp it is to drop the kitchen sink. Logi, while still needing to be effective and present, needs to not be an unkillable brick. Even with carriers, I can see it happening (but not as bad as a fax, so either way it's a win eh)

A battleship that could fit cap logi would be a terrible idea. Just the same as a battleship that could fit dread guns. They'd immediately just become the defacto platform to use that gear on.

Stripping the ability for capitals to be able to tackle, web, ECM and all manner of other support roles, then giving them a specific, defined role puts them in a better position, in my opinion.

I've always been of the opinion that force aux hulls are just something that was never needed - carriers had the role down fine and were versatile enough that you could fit them either for combat support or logistics support.

The key word there is SUPPORT. They should never be a be all and end all hull.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by ConohaConcordia

Keep the 3D models for future ships though. Say what you would like about FAXes but the in game model is really nice

Yeah, visually they're great :)

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Drunk_On_Ritalin

and make them able to refit with weapons timer?

yes plz daddy.

Nah, screw that - you'd need to commit and select a defined role for the hull, one or the other, and switching needs an actual refit.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by ErikETF

I know, battleship warp speed/mobility and lock times seem hilariously bad compared to.... well pretty-much anything. Why can a carrier or FAX lock like an inty? Also jump drives.

I honestly miss massed battleship fights.

I really miss battleship slugfests and dread slugfests too. That's my kinda fighting. Flying in and punching each other in the face until one side falls over or pulls out.

I just fundamentally don't like force aux hulls. My view would be to delete them, give the logistics role and triage role back to carriers, then refund any SP that was wasted into force aux training.

I love the idea of putting triage modules back on carriers, just the same as a dread has the siege module - these both define the roles of the hull, but if you want to fit a carrier for combat support you can, it's just not as effective.

For me, I'd slot caps into the following roles:

Titan - Flagship, no offensive combat other than a doomsday. I'd also delete all doomsdays other than the lance, and create one lance for each race that deals their damage type. I'd also make using the lance have a decent cooldown, and it'd consume fuel too. Other than that, Titans would be totally focused on fleet support via gang links and AOE Buffs with massive bonuses to links depending on race. I'd want to make it so that it wasn't cost effective or tactically sound to have huge numbers of them on field.

I'd also use titans as a mobile stargate too, much like they're used now, but have the fuel costs scale - the longer the portal is open and the more tonnage goes through it, the more the fuel cost increases. Drop the cycle time down for the jump portal for a fast cycle rate so that the fuel costs ramp up the longer you keep a portal open.

In terms of weapons, the lance itself I'd keep traditionally targeted, but it wouldn't do damage to the target it had locked. Instead, when activated it'd slice a path through space to the target that would deal colossal damage, so you'd need to rely on positioning to use it to its highest level of effectiveness, and you could chain them between two allied vessels to catch people between them.

Supercarrier - These would be meatier and harder hitting. Their role would be a titan and dread killers, with a focus on anti-capital warfare. They'd be useless against subcaps and vulnerable to a decent sized group of subcap hulls. Their primary function would be for defense of space - these are the ships you'd pile in on people who brought an invading cap force into your space. They'd also be useful for defending your own cap fleet from hostile capitals. They'd use fighters.

Carrier - Carriers would resume triage and would be devoted primarily to supporting fleets of dreads, titans and super carriers. Their function would be to support capital fleets, but they'd be vulnerable to sub caps. Carriers would no longer field fighters, and would no longer be able to use local reps. You'd need to deploy them in groups for them to be effective and support each other as well as an allied cap fleet.

Additionally, in place of using fighters, I'd give them bonuses to using sentry drones to keep them static and make positioning them on the battlefield a tactical choice. I'd probably put them in a position where they could field up to 10 sentries based on drone interfacing skills, then another five based on the level of the carrier skill.

Dreadnaughts - These would be the bruisers, and the bulk of any offensive cap fleet. These would be the primary DPS that you bring to a fight to hammer a structure, a hostile cap fleet, or as a show of force. Effectively the battleship's larger brother, they'd be completely focused on bringing the hurt in a more sustained firefight, dropping into siege to actually... you know.. SIEGE... a structure with the rest of the caps there as a support network. Dreads would be the primary hull used to punch people in the face.

I'd also delete high angle weapons too - no need for them, if you want to protect against subcaps, bring carriers, or bring a subcap fleet to support.

Of course, these changes are just my thoughts personally, I'm not a game designer and most of them are terrible, but I'd also couple them with a few fundamental changes to how caps deploy too.

1 - No more cynos in lowsec. Only coverts. Any cap that moves through lowsec has to use stargates to do so. 2 - Give jump freighters the ability to use covert cynos to move around - this allows them to still jump through lowsec. 3 - Give jump freighters a covops cloak too. 4 - No super caps in lowsec. Titans and supercarriers just wouldn't be able to go there, period. 5 - Restrict titans and supers from using stargates, period. They have to jump, they're too large. 6 - Oh, and restrict titans and supers from using the ansiblex too - they can still use cyno beacons but not the gate. 7 - I'd also prevent combat capital ships of any type from warping to anomolies too. No more cap/super ratting.

Of course, there's other stuff too, like changing how supers and caps interact with structures too, but this post is long enough lol.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by xzenocrimzie

Remove capital rep modules or work them in a way that they can only land reps on ships with capital sized Sig radius. Replace FAX subcap rep ability with rep fighters. The FAX's already have giant drone bays on the model.

Yep, no cap remote reps on subcap targets, minimum sig threshold to be able to use them.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by baadhumans

You should be a developer

Not my call, bud!

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by d0pare

You need to be on CSM mate!

I'm kinda on the other side of the fence ;)

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Usernames_are_tohard

I do have a couple of modifications to that I would suggest. Instead of removing local reps from triage remove cap boosters and let them combat refit while triage is active so you can have old style triage. It could be crazy powerful but "bring 5 bhaalgorns" is (IMO) a sufficient solution to that problem. Also, instead of 10 sentries give them 2 sentries with massive bonuses to reduce server load.

Oh, I'd just delete capital size cap boosters and make people balance their fits between remote rep and remote cap transfer.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Originalfrozenbanana

Did you have a 3 martini lunch? I agree with everything you said but given that it flies in the face of the changes CCP has made over the past few years I'm confused as why you're saying them. Glad you did, though.

Because unlike most other companies, here at CCP we're encourage to have opinions and talk about them :P

It's also super fun to shoot the sh*t with you guys and talk shop, even if I don't work in design :D

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by WiatrowskiBe

Oh, and restrict titans and supers from using the ansiblex too - they can still use cyno beacons but not the gate.

Aren't supercaps unable to use ansiblex right now?

I honestly can't remember offhand - if that's the case, then it's good.

Ironically the ansiblex is one of the few structures I haven't really interacted with on a player level thus far.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Seidans

damnn praise falcon our savior

what you think about automated moon mining ? not the old one but something more weak like an ansiblex, no weapon 2 timer after the first one you can steal the fuel/moon goo 1-12h timer for the hull poor yield (refine the goo itself at 50% ?) maybe make them "cloak" this way you can attack and place some moon in an ennemy territory and you need to warp to the moon mining beacon and smartbomb to reveal them

actually you can't attack big alliance athanor cause they offer them 72H to defend, and if you destroy one of them what the point ? you can't mine and pvp alliance don't want to mine anyway

No.

If you want resources, get off your ass and gather them. It should be a group activity - that said, I do agree that it should be more fun. It'd be interesting to see what it'd be like to introduce randomness into mining, the ability to get various yields by chance with each cycle of a mining laser for instance, so you always have a base, but can sometimes "crit" based on skill. Would make it a little more interactive I guess. I'd like to see mining a more active and inclusive kinda gameplay.

Personally, I'd also rip out the ability for Rorquals and Orcas to mine. I'd give the orca a huge ass compressed ore hold and turn it into an ore freighter, and the rorqual into a big resource management platform so that when it went into siege, it was super effective at compressing and refining ore, and giving huge mining bonuses to barges (for both ice and ore). Give each of the ships a defined role so they perform as part of a whole.

I'd also delete the whole panic module, get rid of it, and prevent the rorqual from being able to use stargates and fit a cyno too. It'd be treated as as super and would serve as a mobile refinery and mining platform that needed support to be effective.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Liondrome

I was actually curious as to your lowsec cyno comment from the previous post where you told us your ideas.

If capitals cannot use cynos anymore. What would you do with capitals in lowsec pockets? They'd essentially be trapped since there are no jump bridges in lowsec capitals can take either.

Standard caps would still be able to move around via stargates - so they could still travel no worries, just with more risk and needing some support.

Supers would end up land-locked, so I'd look to relocate them all to their nearest nullsec NPC station on the day the changes were introduced, if they were ever introduced.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Serinus

Honestly I don't think we need changes this drastic. Most of the changes that have been made are in the right direction. It's just that the iteration time on them is ridiculously long.

There are much easier and simpler changes that can be made to accomplish this stuff. Deleting HAW guns and a lot of the extra super/titan weapons is certainly a start though.

  • Increase fighter MWD cooldown to 4 minutes. Now supers are still strong but subcaps have easy counterplay. This also allows support fighters to remain as-is without being overpowered.

  • Significantly increase the sig radius of all capitals, reduce tracking of capital guns, significantly reduce the scan res bonus of fax.

Bam, easy changes that can be done in a couple weeks that are another large step in the right direction.

Honestly I don't think we need changes this drastic.

Yes we do - absolutely. The meta needs a serious kick in the balls to get things rolling again.

Personally, I'm pissed off with the status quo, and I want to see sh*t burning again.

"Easy", "Simple" and "Small" changes don't cut it any more. "Iterating" is for when you have a healthy game.

We don't have a healthy game right now in terms of the nullsec PvP meta, and we shouldn't pretend that we do.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Dictateur_Imperator

Falcon you just proof to everyonne here you don't know you're own game :" 6 - Oh, and restrict titans and supers from using the ansiblex too - they can still use cyno beacons but not the gate. " => ALREADY THE CASE

If titan have just boost role and lance , let me be clear : you will se a lot less (so a lot less will be kill), and beacause a lot less you will see a lot less super.... So less content.

Remove all cap and super rating, i m ok : bring back local, remove cloack, and all way to stay in ennemy system without be shoot. Not for perfect safety , but beacause people prefer farm in big ship only beacause they could survive to 200 bomber. YOu can't in subcap. If you want to dekete eve : go toyou're main server and execute this command it will be faster:

cd /

rm -rf *

Falcon you just proof to everyonne here you don't know you're own game :" 6 - Oh, and restrict titans and supers from using the ansiblex too - they can still use cyno beacons but not the gate. " => ALREADY THE CASE

Wow, I've been playing seventeen years and I got one thing wrong from one recently introduced mechanic that I don't really interact with - the sky is falling and I don't know my own game.

If titan have just boost role and lance , let me be clear : you will se a lot less (so a lot less will be kill), and beacause a lot less you will see a lot less super.... So less content.

Good, that's the whole point - there are TOO MANY TITANS IN EVE - let me say that again - THERE ARE TOO MANY TITANS IN EVE - THERE IS TOO MUCH SUPERCAP PROLIFERATION.

The whole idea is to reduce the number of them on grid and get those people who were flying them into smaller, more role focused hulls. Not a ship that's a win button.

Remove all cap and super rating, i m ok : bring back local, remove cloack, and all way to stay in ennemy system without be shoot.

So basically give you a safety blanket for making ISK? Nope. You want to make massive amounts of ISK? Take the risk to earn it.

Not for perfect safety , but beacause people prefer farm in big ship only beacause they could survive to 200 bomber.

If someone forms up TWO HUNDRED BOMBERS to kill a single target, then fair play to them, they deserve a shot at killing something - THAT is content, not AFK anomaly ratting in a super.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Gerier

just go undercover. Call yourself rook, nobody will suspect anything.

hahahaha <3

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by SystemOutPrintln

What about just a BS sized logi, wouldn't even need to rep much more that the cruisers just having a BS level tank would be good and right now only the Nestor really fills that.

I dunno, it depends on what kinda role it would fill to be honest.

In my eyes at least there's no need for a BS size logistics hull when logi cruisers can hold their own pretty solidly and carriers would fill the gap for caps and supers.

Could be interesting, but I don't see the need really :)

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Fulvertodoot

you should be in charge of game development

and in three months:

Tranquility - Online (9 Players).

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Dictateur_Imperator

"

Not for perfect safety , but beacause people prefer farm in big ship only beacause they could survive to 200 bomber.

If someone forms up TWO HUNDRED BOMBERS to kill a single target, then fair play to them, they deserve a shot at killing something - THAT is content, not AFK anomaly ratting in a super."

You can't AFK rat in super ... No really go test it. You can't.

If you afk you're fighter do nothing and just die to NPC. If they stop moving, npc shoot they. You can't be afk ratting in super.

You proof again, you don't know the game mechanics. Maybe you want we go in test server, and i explain to you how super works. Maybe could help you. Beacause i think you read a lot reddit and you trust a lot of people who are grrrrrr super/carrier/else. But a lot of this people do'nt know mechanics at all so ...

For the 200 bomber, how bad are you? No really how bad are you to know you're own game? It happen like everyday, and it's whya lot of people stop using subcap during blackout. You kill content, you do'nt create cobntent.

More over you're change create more game mechanics problem than it solve ( A LOT MORE). If you want we can debat of why this change will just make the game badest for pvp , and make actual superpower unkillable. But for that i need you to learn how mechanics work. Go test server you and me ?

I don't really understand what you're trying to get at here other than raging at me because you don't like what I'm suggesting because it'd affect your play style.

You do you bud, that's all I can say, really!

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Purity_the_Kitty

Some of this makes a lot of good sense. Super ratting would already be killed by the application changes. Carrier ratting with sentries would still work, but if you want to rat aligned you'd need to boat away from your sentries. Danger, danger! (we like danger)

Cynos being restricted to null makes sense, you don't see NPC cynos.

Carrier ratting with sentries would still work, but if you want to rat aligned you'd need to boat away from your sentries.

Not if carriers had no local reps :)

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Admiral_Isy

Battleships aren't used anymore because of the warp speed mechanic.

And you can lock like an interceptor. Just use all your mids for Sensor Boosters.

"But that would destroy my tank/control!"

Well the FAUX pilot just committed being immobile for 5 fricken minutes. You gotta accept a trade-off somewhere.

Yeah, for sure battleships need some love to be honest.

Would be interesting to set them apart by tier - make a tier more suited to fast attack with a warp speed bonus and faster lock speed, make a set that are more attuned to attacking caps, and a set that are more focused toward a support/EW role... could be really interesting.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by ConohaConcordia

Honestly, I would like capitals to be the AOE support platforms that this game lacks. FAXes glorified command ships, carriers fighter and AoE bombing platforms, and Dreads siege cannons.

Supercaps should focus more on supporting friendly fleet either by buffing friendly fleet or nerfing enemy fleets. Make supercarriers force projector users first and foremost, with highly nerfed DPS against subcaps. Make Titans the capital destroyers they always are, instead of the counter to everything they currently is. Maybe make Titan or Supercarriers dockable in a siege mode. Battleships or cruisers meanwhile would be the main battle force.

Honestly, I really think that capital ships in EVE are just bigger versions of regular ships: they do damage and tank damage. That's why bigger is better and caps>subcaps. I am not sure if it would work perfectly, but if caps are (mostly) pure support platforms with diminishing returns, I would think alliances will be less enthusiastic about fielding a shit ton of caps.

Force Auxillaries as a large cap sized command ship could be interesting, for sure.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Easymover0000

What changes have you thought up about SOV and the powerblocks?

Oh man, that'd be another long ass post hahaha

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Easymover0000

It should be...

Thanks for the confidence, but I'm not a trained game designer - just a dude who loves EVE haha :)

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Olmeca_Gold

And everyone liked that.

Much like your face. Everyone likes that too <3

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by thedailyrant

The thing with carriers... Doesn't having fighters with multiple roles make sense? I mean aircraft carriers do and they have their own weapon systems too, but they'd always be accompanied. It'd make sense for space carriers to be similar.

I suppose so, it makes sense if it fits an actual role - the beauty of EVE is that carriers don't have to mimic those in real life - they can fit a role thats defined by the needs of the game, not pre-determined by us.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by chel0007

Turning Titans into a ongrid fleet booster is the reason why these changes will never come to pass...

It will either :

  1. Cause a mass exodus of player that spent their time farming for a titan and amassing massive fleets of those.

  2. Just die at concept phase when 80% of CSM calls it "unfair" or something along those lines, we all know what entity makes up the majority and how many of those ships that entity has... Or yet another "CCP bends the knee" happens when the representative with a wizard hat threatens CCP with bad press/mass unsubscriptions of his loyal pawns...

I'm not interested in doing what's better for this bloc, or that bloc, or the other.

I'm interested in doing what's best for the balance and state of the game.

If that causes an initial downturn in people playing because people ragequit, then fair enough - I'd rather have a healthy and more balanced game with a happier community long term, personally.

Plus, imagine all that tritanium from all the reprocessed titans... all those resources to build with anew, hahaha

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Pebbles015

Make heavy duty rats spawn on a moon chunk or anomally to force a fleet to form to support the mining fleet. Somewhat similar to an incursion but maybe not quite as deadly. Maybe it require a fleet of 10-15 to support the miners.

Oh yeah, I'd make NPCs way more savage too :P

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Undeadhorrer

I want most of this. I do still want carriers to have fighters or at least the anti fighter fighters as a counter to super carriers. Im not sure about the cyno and JF changes (JFs still need to die I would argue and not be even safer). Everything else here would amazing.

Yeah, I'd consider just a regular cloak for JFs to be honest, so that they're still vulnerable while moving, but there's a few tweaks elsewhere that could be made too.

Just spitballing! :D

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Sibire

Shit like this makes me wonder how the f**k you were ever single.

hahahaha <3

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Mograthi

Supercarrier - These would be meatier and harder hitting. Their role would be a titan and dread killers, with a focus on anti-capital warfare. They'd be useless against subcaps and vulnerable to a decent sized group of subcap hulls. Their primary function would be for defense of space - these are the ships you'd pile in on people who brought an invading cap force into your space. They'd also be useful for defending your own cap fleet from hostile capitals. They'd use fighters.

Define decent.
Some folks may think a 5 man loki fleet is decent and should be able to kill this while others may think decent means you need to bring a/some dictor(s)/hictor and 15 BCs and yet others may look at the role of the dread you are proposing and say well decent should mean 50 BS's and tackle.

The ideas are not bad otherwise.

I don't think it's out of the realms of normal to expect a group of 20-25 solidly piloted DPS Battlecruisers plus tackle to be able to kick the sh*t out of a dread if it's not part of a well organized strike group.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Undeadhorrer

lol despite disagreeing with you on alot of things, I think you have a fan base of thousands at least.

I've got a fanbase of at least three, I know that.

They depend on me to feed them kibble.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Asdar

Honestly, I can't tell if this dude is a troll, or just stupid, but all of his posts are like this.

v0v

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by onemoretimeplx

What about Marauders having the ability to combat refit as part of their role.

give them something special :)

Could be interesting for sure :)

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by EmpireBuilderBTW

I think he means lowsec pockets surrounded by highsec, http://evemaps.dotlan.net/map/Essence/Seyllin#sec for example.

Ahhh, sorry - misread the question.

This isn't a change that'd happen overnight - obvious a decent amount of warning would be given for people to move out if they wanted.

As for people who're inactive and in those systems, if they wanted a one way, one shot trip to the nearest nullsec station when they came back, they could file a ticket.

No stress.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Aerlys

Titan - Flagship, no offensive combat other than a doomsday. I'd also delete all doomsdays other than the lance, and create one lance for each race that deals their damage type. I'd also make using the lance have a decent cooldown, and it'd consume fuel too. Other than that, Titans would be totally focused on fleet support via gang links and AOE Buffs with massive bonuses to links depending on race. I'd want to make it so that it wasn't cost effective or tactically sound to have huge numbers of them on field.

I'd also use titans as a mobile stargate too, much like they're used now, but have the fuel costs scale - the longer the portal is open and the more tonnage goes through it, the more the fuel cost increases. Drop the cycle time down for the jump portal for a fast cycle rate so that the fuel costs ramp up the longer you keep a portal open.

In terms of weapons, the lance itself I'd keep traditionally targeted, but it wouldn't do damage to the target it had locked. Instead, when activated it'd slice a path through space to the target that would deal colossal damage, so you'd need to rely on positioning to use it to its highest level of effectiveness, and you could chain them between two allied vessels to catch people between them.

Effectively killing 2000 accounts right off the bat and rendering the Titan useless outside of bridging role, and rendering more than 500 days of training totally useless. You would never see one again in a fight unless someone has an overwhelmingly superior capital force. I get what you mean by "too much supercap proliferation", but that's on CCP to fix without shitting on the player that trained/injected/whatevered into these.

Don't misunderstand me, I don't even own one so I wouldn't be impacted at all by these changes, but that's the reality of it.

Supercarrier - These would be meatier and harder hitting. Their role would be a titan and dread killers, with a focus on anti-capital warfare. They'd be useless against subcaps and vulnerable to a decent sized group of subcap hulls. Their primary function would be for defense of space - these are the ships you'd pile in on people who brought an invading cap force into your space. They'd also be useful for defending your own cap fleet from hostile capitals. They'd use fighters.

I would agree with that as long as you don't completely remove their use vs supcap, because it's retarded to expect a carrier to have nothing to defend itself against smaller target. Or rename the ship and move them out of the fighter scheme as they are retardedly bugged in any major engagement, which render them useless.

Carrier - Carriers would resume triage and would be devoted primarily to supporting fleets of dreads, titans and super carriers. Their function would be to support capital fleets, but they'd be vulnerable to sub caps. Carriers would no longer field fighters, and would no longer be able to use local reps. You'd need to deploy them in groups for them to be effective and support each other as well as an allied cap fleet.

Additionally, in place of using fighters, I'd give them bonuses to using sentry drones to keep them static and make positioning them on the battlefield a tactical choice. I'd probably put them in a position where they could field up to 10 sentries based on drone interfacing skills, then another five based on the level of the carrier skill.

So rolling back the fax changes right ? Why not, but sentries are stupid.

Dreadnaughts - These would be the bruisers, and the bulk of any offensive cap fleet. These would be the primary DPS that you bring to a fight to hammer a structure, a hostile cap fleet, or as a show of force. Effectively the battleship's larger brother, they'd be completely focused on bringing the hurt in a more sustained firefight, dropping into siege to actually... you know.. SIEGE... a structure with the rest of the caps there as a support network. Dreads would be the primary hull used to punch people in the face.

I'd also delete high angle weapons too - no need for them, if you want to protect against subcaps, bring carriers, or bring a subcap fleet to support.

That's exactly their role when titans are not involved. Would also remove a lot of the interest of flying the ship, because killing structures is so much fun. Also who need dreads to bash a structures when 1 is already enough to reach the damage cap ?

HAW dreads are fun to play in small gang environnement, and have so much use today that I don't see why anyone would remove them.

Can I assume, as you're not using Ansiblex gates, that you're no longer part of or have never interacted with nullsec warfare & life, at least for a long time ? Because as someone said, it looks like Suitonia is now a CCP employee and everyone knows Suitonia doesn't like capitals because "muh frigate".

To be fair, most of nullsec people don't care about capital proliferation, because we actually use and fight with them on equal ground (yes even with goons). The only vocal minority is the smallgangers (be it WH or lowsec people) that are starved from nullsec content because of it, and because lowsec content is shit due to CCP not making any pass on it in a few years.

1 - No more cynos in lowsec. Only coverts. Any cap that moves through lowsec has to use stargates to do so.

Why covert then ? So you can drop 200 widows (lol) on the random capital gatting ? Go all the way and remove everything.

2 - Give jump freighters the ability to use covert cynos to move around - this allows them to still jump through lowsec.

3 - Give jump freighters a covops cloak too.

In a universe where point 1 would be implemented, ok.

4 - No super caps in lowsec. Titans and supercarriers just wouldn't be able to go there, period.

Moving is hard. Reducing their power and preventing use of certain modules, yes, but the way nullsec map is you need lowsec to move.

5 - Restrict titans and supers from using stargates, period. They have to jump, they're too large.

Supercapitals are already aids to move.

6 - Oh, and restrict titans and supers from using the ansiblex too - they can still use cyno beacons but not the gate.

Already implemented, but you know that already. I would have applied that to normal capitals tho.

7 - I'd also prevent combat capital ships of any type from warping to anomolies too. No more cap/super ratting.

Why are people against capital ratting ? It put them into space. CCP just has to unf**k bounties and maybe add capital sized rats against these so they are not losing only 0.1% shield per anomalies.

It makes me mad to see people spitting on supercapital ratting when herodreads are a thing in WH for way more money per hour and way less headaches because super ratting is actual cancer.

God, just create anomalies made for capitals and prevent warp to the old ones, with actual infinite scram towers in waves and capital rats if that's what you want.

Effectively killing 2000 accounts right off the bat and rendering the Titan useless outside of bridging role, and rendering more than 500 days of training totally useless.

Cool, no worries from my point of view. Sacrificing 2000 accounts for the long term health of the game is fine by me. No stress. Don't wanna use the skills any more, use all that ISK you earned in nullsec and pick up some extractors off the market to re-assign the SP.

Or rename the ship and move them out of the fighter scheme as they are r------dedly bugged in any major engagement, which render them useless.

This could actually be a super interesting avenue for supercarriers - what would you suggest their role becomes? Interested to hear :)

because killing structures is so much fun.

If people would stop sh*tting them out everywhere, there wouldn't be so many to need to kill ;) - There's a lot I'd like to do to slap structure proliferation around too.

Can I assume, as you're not using Ansiblex gates, that you're no longer part of or have never interacted with nullsec warfare & life, at least for a long time ? Because as someone said, it looks like Suitonia is now a CCP employee and everyone knows Suitonia doesn't like capitals because "muh frigate".

I've flown through a few but I don't manage one - I don't have the time to even think about anything sov related in terms of holding it these days. As for "muh frigate", I don't particularly come down on either side of the fence in terms of what type of gameplay I prefer - I'd just like to see a far more level playing field.

Why are people against capital ratting?

Because it's a total sh*tshow of risk free ISK making when you're under a super umbrella, and heavily exploitable via botting. It needs to stop.

It put them into space. CCP just has to unf*ck bounties and maybe add capital sized rats against these so they are not losing only 0.1% shield per anomalies.

The only way bounties are f*cked is by the fact they pay out WAY TOO MUCH raw ISK. I'd be all for removing the isk faucet almost completely and turning it into overseers effects or some form of other loot drop that feeds the economy in a different way.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Lelob_from_EVE

It's actually terrifying that you think these are good ideas.

What's more terrifying is that there are so many people out there who still think living in nullsec is actually risky for big blocs that hold space, when a substantial number of their members are just sat farming ISK pretty much risk free under a super umbrella all day.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Nez_Orlenard

This is probably the 20th of these. Love you too though, thanks for the sentiment.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by zerodamage

The problem with those in design is that they don't actually play the game. Sounds like you do.

A substantial number of our designers and other staff do play the game quite a bit :)

Everyone has different ideas of what EVE should be!

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by cultOfprobability

were CCP Rise or CCP Fozzie trained game designers when they got the job?

No idea, and not my place to comment :)

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by AsG-Spectral

Time zone tanking is doing more damage to nullsec warfare than any of this

Yup, I'd get rid of it too.

One timer on a structure, when you ref it, you get 36 hours +/- 12 hours randomly decided by TQ before your structure comes out and you need to defend it, and you know immediately when it comes out as soon as the countdown starts.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by [deleted]

[deleted]

The idea would be to make sure that you had to commit to positioning a group of carriers for logistics / combat support as part of a tactical choice when engaging.

With regular drones you can just herp derp around anywhere within your drone control range without caring about where you were positioned.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Ryvaal

This is so true. I don't know if you can comment, but do the people at CCP who can make changes to the meta know just how bad it is? I saw so many of my friends and people in the small gang community quit in 2016, that year in particular was the nail in the coffin for many of them. We saw our gameplay just eviscerated and really lost faith in CCP. It became ISK Maker online, and that's not what I want to play. I play EVE because it's the only MMO out there that has risk to it, but that risk has been removed for those who use capitals, or pack into one region. Remember when Imperium lived in PB, Dek, Branch, Tenal, Tribe, Vale and Gem? Now they all fit into one f**king region because of how broken this game is.

I really hope blackout is foreshadowing (no pun intended) how harder EVE is about to get.

I hope it gets a lot harder. Eye-wateringly harder.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Aperture_Kubi

What about also pivoting FAXs into carriers optimized for capsuleer ships? As in Force AuXiliary Deployment? Or as a sort of beach-head that isn't a citadel? Nerf the Ship Maintenance bays of the carriers and supercarriers to mostly be frigates and destroyers, whereas the new FAX would just be about on par with, but cheaper than, Titans. Possibly even be a stepping stone to it for smaller groups or just being more disposable than a full Titan.

Carrier . . . I'd probably put them in a position where they could field up to 10 sentries based on drone interfacing skills, then another five based on the level of the carrier skill.

How does that number of drones compare to the number of fighters/etc that they can put out now? Because IIRC less but tankier drones were a tradeoff for more straight drones as an anti-lag measure.

Also if we're talking carrier rabalance, it seems a bit of a shame that superheavy drones (50/50) haven't been revisited since the Gecko.

Edit: second thought,

regular carriers their split role back.

I think part of the issue is that then Carriers would the the only, if not one of the few, with a split role. When you're looking at a fleet composition on scanner you know exactly what hull type is bringing what. So either you go status quo and nerf FAX 2.0 to be as effective as a Triage carrier would have been, or you go full Jamyl and give more ships split roles.

IMO the Gecko is OP as f*ck, that's why it's so expensive, and it's also why we don't drop that many of them into the game.

I'd prefer trying to avoid that kind of thing.

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Triqutra

It makes me mad to see people spitting on supercapital ratting when herodreads are a thing in WH for way more money per hour and way less headaches because super ratting is actual cancer.

Seems you skipped a BIG point when it comes to Super ratting. I'd rather dread rat in a WH and make 5 times the isk per hour with a ship 1/8th the cost while being in a safer environment.

So let's make it easier for people to get into wormholes too.

More connections to null? More connections to lowsec?

What's your poison?

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by ericader

See this is where you lose support. The first response of “oh well a small price to pay” is the epitome of arrogant ignorance.

If some people are completely worthless to you and you have nonissue making that publically known? you cannot get mad at ANYTHING they choose to do in return because... well they were not even worth considering before they retaliated.

You like to spout ideas publically and likely bitch at the devs to make things your way, if you f**k over people please don’t (especially publically) have a “well f**k those guys” mentality. It has killed many a game community.

Kee coming up with fixes, but do the same for keeping people from quitting the game if you are going to be publically representing the company mate

I don't expect everyone to agree with me or support me.

Where would the fun in the world be if there was no chance to have a civil disagreement and talk alternate viewpoints?

over 5 years ago - /u/CCP_Falcon - Direct link

Originally posted by Originalfrozenbanana

I just hope you don't have a mob of PMs come after you for siding with the fanbase about changes on the roadmap. I mean I honestly want everything you said, and I would love to play that game - I just worry that you're gonna catch heat for this.

That's the beauty of it - I literally sit and talk to our CEO about this kind of thing.

We're highly encouraged to be open about our opinions, and to discuss ideas... I'm not concerned about it at all :P