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GoonWaffe Goonswarm Federation
3349
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Posted - 2015.10.25 13:00:01 -
[1] - Quote
Great move. These changes will require capital and supercapital pilots to think, anticipate and adapt if they want to succeed, so I can understand why the usual suspects are shrieking and wailing about how the sky is falling.
Post on the Eve-o forums with a Goonswarm Federation character that drinking bleach is bad for you, and 20 forum warriors will hospitalise themselves trying to prove you wrong.
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GoonWaffe Goonswarm Federation
3349
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Posted - 2015.10.25 14:19:48 -
[2] - Quote
A few questions (edit: ok, more than a few) that come up as I go through the devblog (ALL DEM WERDS):
Fleet and Ship Hangars -
- Are you anticipating that the existing hangar sizes be adjusted for caps which already feature these? - Will dreads get the same hangar space as carriers? - Did you/would you consider splitting away the hangars to another specialised class of ships ("Fleet Transporters?") as you are doing with the remote rep abilities? We already have the Bowhead, but something with a jump drive and fitting options/EHP in line with the rest of the cap fleet?
Remote Repair
- Will carriers be completely barred from capital remote rep usage, or will it remain as a less powerful choice through adjustments/removal of base stats and bonuses? The idea of a 'ghetto slowcat' fleet of carriers with unbonused/nerfed repping power akin to a remote-rep battleship fleet could still be interesting without being nearly as broken as the current status quo.
E-war Immunity - Will immunity be one statline or vary according to the ewar being used? It could be interesting thematically if, say, Minmatar supercaps had greater vulnerability (or perhaps greater resistance?) to Amarr e-war types, and that's something you could implement if the immunities/resistances were split out. You're already talking of web resistance as a separate stat so taking that further seems logical. - Energy Warfare resistance? Just throwing that out there.
Total EHP - Will the massive variations between armour and shield hitpoints on supercaps be bought back in line? It always felt weird that post-Dominion the relative hitpoints of each defence layer varied so wildly on supercaps whilst on smaller classes the two hitpoint totals were much closer together.
Capital Warp Disruptors and Scramblers - You state that Officer points and scrams are capital modules, but at the present time they can be fitted to a battleship without much trouble - its rarely a great idea, but is certainly possible. Does this mean we can expect changes to be made to the fitting and effects of these modules?
Fighters - Are the hitpoints going away completely, or just moving 'behind the scenes'? If my fighter status is 'damaged' is that from a hitpoint reduction or a diceroll outcome? Does a damaged fighter have reduced abilities? - Can fighter squadrons actually be targeted and attacked by our ship weapons, or only by other fighters? - If a squadron flies into a smartbomb activation or other AoE effect is every fighter hit individually or is the hit resolved against the squadron as a whole? - Will there still be the racial variants of each fighter type with their own characteristics? Will we be able to launch mixed squadrons? Will there be more faction fighters (Wraith and Spectre!)? - Are fighter squadrons limited to the 250km range cap of our ship targetting? What happens if a fighter squadron crosses a grid boundary? - Can fighter squadrons decloak ships?
Superweapons - Are the new doomsdays replacing the existing ones or are they alternative options? - Are they still limited to 1 per ship? - Will subcap ships rendered immobile (such as those with active cyno fields or in Bastion mode) be affected by Hand of God?
Post on the Eve-o forums with a Goonswarm Federation character that drinking bleach is bad for you, and 20 forum warriors will hospitalise themselves trying to prove you wrong.
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