Carrier Overhaul Suggestion
I recently discussed with a Corp mate in-game how Carrier gameplay felt stale and that how a T2 carrier could be introduced while keeping Super carriers relevant. I have thought over the idea and would like to propose the following and would love to have feedback and general discussion on the topic.
Change in Capital Parts - Carriers and super carrier will no longer require capital Drone Bays and instead will require Capital Hangar Scaffold Bay and Carrier Flight Deck Components.
Introduction of Carrier Hangar Bays Systems, Command Fighters and T2 carriers. Reworked Fighters. Upwell Carrier Uplink Array Module
Carriers will no longer benefit from Drone type modules and instead have new “Carrier Hangar Systems". The “Carrier Hangar Bay Systems” will determine the role and bonuses of the carrier.
Carriers will now only be to fit Command Bursts on Carriers with the “Carrier Fleet Support Hangar” or equivalent fitted.
*Capital ships (excluding the orca/rorqual) will no longer benefit from command bursts on sub-capital ships.*
T2 CARRIER:
– Extra fighter bonuses, can fit “Carrier Swarm” Systems and Upwell carrier uplink module
UPWELL CARRIER UPLINK ARRAY MODULE:
T2 carriers fit with this module can connect to Fortizar structures (*set amount* of carriers connecting maximum), fighter range, damage and durability increase by *set amount*. While connected cannot be remote repaired, velocity Greatly reduced, cannot be activated on reinforced structures. *NOTE while a carrier is connected the Fortizar will be unable to launch fighters and activate bomb launchers. *
COMMAND FIGHTERS:
Command fighters will provide fighter bonuses to the active fighters in their fleet (does not stack).
Fighter Reworks:
Light Fighters:
Superiority Fighters – No change
Attack Fighters – No change
Ewar Fighters – Ewar fighters have access all current fighter EWAR, with bonuses to the preferred empires Ewar type
Command Fighters – Provide *fleet/wing* wide bonuses to fighters (bonuses do not stack)
Heavy Fighters:
“Ace” Superiority Fighters – Special Cluster attack against fighters
“Ace” Attack fighters – More durable fighters with higher damage, longer range, but slower velocity (these will not have anti-capital capability).
“Ace” Ewar Fighters – Ewar fighters have access all current fighter EWAR, with bonuses to the preferred empires Ewar type Increased range and effectiveness of EWAR and greater bonuses to preferred empires EWAR.
Strafe Fighters – Heavy standard attack and anti-capital special attack, lower velocity
CARRIER HANGAR BAYS SYSTEMS:
New capital skill for carriers - Carrier Hangar Bay Systems and Super Carrier Hangar Bay Systems
Like T3 modules the Carrier hangar Bays will determine how many low/mid/high slots are available on the ship, this will allow balance in how the player will determine the optimal tank/utility the carrier will be able use.
Carriers will no longer benefit from Drone type modules and instead have new Carrier Sub Systems". The “Carrier Hangar Bay Systems” will determine the role of the carrier:
Standard Carrier Hangar Bay Systems
Carrier Fleet Support Hangar (level 1 carrier hangar bay systems req) - 3 tubes for attack fighters or superiority fighters – Bonus given to superiority fighters and Major Negative for attack fighters. – Carrier can fit command burst modules.
Carrier Superiority Hangar (level 1 carrier hangar bay systems req) - 3 tubes of Attack Fighters
- Bonus to attack fighters, Major Negative to superiority fighters
Carrier Fleet Control Hangar (level 3 carrier hangar bay systems req) - 2 Tubes of Ewar fighters, 1 tube of command fighters – Bonus to command fighters and EWAR fighters.
Swarm Carrier Hangar Bay Systems
These modules cannot be fitted on T1 carriers and are unique to T2 carriers.
“Swarm” Carrier Fleet Support Hangar (level 5 carrier hangar bay systems req) - 5 Tubes of fighter superiority fighters – Bonus to Superiority Fighters, Minor Negative to attack fighters – Cannot be fit on T1 carriers – Carrier can fit command burst modules
“Swarm” Carrier Fleet Superiority Hangar (level 5 carrier hangar bay systems req) - 5 Tubes of Attack fighters – Bonus to attack fighters, Minor Negative to superiority fighters – Cannot be fit on T1 carriers
“Swarm” Carrier Fleet Control Hangar (level 5 carrier hangar bay systems req) - 3 tubes of Ewar fighters, 2 tubes of Control Fighters – Major bonus to Ewar fighters, bonus to command fighters – Cannot be fit on T1 carriers
Super Carrier Hangar Bay System:
Super Carrier Fleet Support Hangar (level 1 Super carrier hangar bay systems req) - 5 tubes for “ace” attack fighters or “ace” superiority fighters – Bonus given to superiority fighters and Major Negative for attack fighters. – Carrier can fit command burst modules.
Super Carrier Fleet Superiority Hangar (level 1 Super carrier hangar bay systems req) - 3 tubes of Attack Fighters and 2 tubes of Strafe Fighters
- Bonus to attack fighters and Strafe Fighters, Major Negative to superiority fighters
Carrier Fleet Control Hangar (level 3 Super carrier hangar bay systems req) - 3 Tubes of Ewar fighters, 2 tube of command fighters – Bonus to command fighters and EWAR fighters.