A Scientist's Life in Eve

Carrier Conundrum

by on Sep.07, 2012, under Eve online

Over on Sisi for the past few days, me and some of my Corp mates have been conducting some tests around Sov mechanics, Outposts and Outpost Upgrades.

As part of these tests, we have had to shoot an Outpost through the two reinforced timers down to 0 structure to claim it.  We completed this last night.

While doing this (and to a few groans on TeamSpeak), I mentioned that I thought the Fighters and Fighter Bombers were essentially a bit stupid.  At the time, I was dual-boxing with a Wyvern and 20 Fighters (the character only has Fighters trained to IV) and an Aeon with 24 Fighter Bombers (still needs Advanced Drone Interfacing V to get the maximum number of deployed drones).

Now, consider how big an Outpost is.  It’s not small.  My 24 Fighter Bombers were hitting the Outpost for 4,200 damage each.  Every time.  My 20 Fighters, however, were hitting the huge Outpost for varying damage, anything from under 200 to over 1,000.  That’s a very big range of damage.  I’d say the average was around the mid 500′s.

Why?  Please explain why my little fly can’t hit the 10 floor building it’s flying around perfectly every time.

Anyway, that was more of a moan rather than my actual point.  What I really wanted to raise was that my Fighters and Fighter Bombers could continue to do this without a break.  No reloading.  Continually until something else stopped them.  I can see the Fighter Bombers firing missile type things, and the Fighters seem to be firing various things like projectiles and hybrid rounds (not including the Amarr lazors here).

Compare a Scorch Bomb.  At base, it does 6,400 HP Thermal Damage and takes up 75m3.  Then look at a Fighter Bomber compared to a Frigate.

A Cyclops Fighter Bomber is 5,000 m3 and weighs 12,000Kg.  An Atron is 22,500m3 and weighs 1,164,000Kg.  Hmmm.

See a problem here?  Where does the little Cyclops store the infinite amount of missiles / bombs?

So….. my thought would be that Fighters and Fighter Bombers need to have charges to fire.  These charges are stored in a newly created Drone Charges bay on Carriers and Super Carriers.

The idea would be that Fighters and Fighter Bombers need charges to fire, and after they exhaust their charges they automatically travel back to within, say, 3k of the Carrier / Super Carrier and magically reload from the ammo bay, just like we can use carrier ship maintenence bays to refit ships now for example.

The bays would need to be set so that you don’t run out of ammo after 10 minutes, but also you shouldn’t be able to deploy a Carrier (or Super Carrier) for hours and hours without having to organise the logistics behind resupplying the Fighter charges.  Also, it would be pointless having the Ammo bay set at something like 3k m3 only to have the massive Corporate Hanger able to resupply it many times over allowing for protracted deployment periods.

This would also make choice of Fighter / Fighter Bomber type more important, as I would make racial charges for the four types.  Amarr Fighter charges would be Capacitor based to allow the Energy Weapons to fire, the Caldari and Gallente might share a Hybrid Charge maybe, and the Minmatar would obviously be Projectile based.  Same theory for Fighter Bombers with the Fighter Bomber charge type being based on usual racial damage.

These are just my observations having flown a Super Carrier on the Test Server only, and only for a limited period so far, but it just didn’t make sense that these things had unlimited ammo in such a small package.  Make the Fighters and Fighter Bombers more meaningful and make the logistics of keeping Carriers and Super Carriers deployed more involved.

I can almost hear the flames against this idea approaching now, and the angry “nerf Titans, not Super Carriers” shouts too.  However, I can’t fly a Titan yet, so I can’t properly observe from my own perspective.  What I can say is that shooting structures with Super Carriers and Fighter Bombers is stupidly easy and just doesn’t really make sense on a number of levels.  Sure, a fleet of 30 or 40 would rip an Outpost to pieces in short order, but that fleet couldn’t then just keep hopping from system to system and killing stuff – it would need organised logistics behind it to keep it deployed.

Put anything into hostile territory that’s moving stuff around to resupply other things and you have vulnerability.  That’s a good thing.

Anyway, it would give me more stuff to build, which is clearly a good thing!