Carrier Overhaul Suggestion

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.

redesign balance

That’s a lot of changes.

A few things I’m missing in this suggestion:

Why these changes?
What is your intended role of Carriers in the future?
How would those suggestions change the gameplay of Carriers?
Why do you think your changes accomplish that?

Thank you for the input and those are very good questions.

To answer the first as I stated at the beginning of the post I do feel that carrier gameplay is somewhat stale, they seem less relevant than ever with PVE nerfs and seem very underutilized in PVP. In comparison to the roles of dreads where at the time of writing this dreads show 1550 kills in the last 7 days on zkill, carrier come in at 276 and supers (used a lot less I know) 295.

So the why is to give a carrier different roles, allowing the different types of fighters to be come more prevalent than they currently are, less you suddenly find that you’re fielding a carrier squadron without boosts or running a fleet with fewer command fighters making the entire fleet susceptible to a major damage decrease. The idea is to provide FC’s with a similar set of tools but with new ways in which to implement them. Another reason is on all accounts make them feel more like carrier than the capital sized drone boats they used to be, all the way from the building them to fitting them and flying them.

The intended role for T2 carriers would be as suggested by the module to be a quick response fleet for Fortizar defence, while also giving a potential opening for further content; Do you engage at closer range knowing the carriers are now Sieged and the Fortizar has fewer active defences it can field, do you escalate with more fleets or your own capitals at range, etc. Regarding PVE do you then risk running a T2 carrier with more Fighter and DPS potential over a super carrier running a lower Isk loss from potential hot drops.

Regarding T1 carriers, the aim would be to create a capital response for Sub-Capitals as they are currently but also as a means to counter T2 carrier drops on Fortizar’s for potential capital escalations. The changes to EWAR fighters could also allow command fit carriers to find new ways to implement fighter support; suddenly you may need a certain type of EWAR, where in the past you may not have that particular type in fleet instead you would have it available just not as effective if you have the wrong empire fighter, thereby allowing FC’s to attempt new tricks mid-fight that could be more effective than previously.

Super carriers also get their own personal attention, giving them their own Set of Heavy fighters types instead of just a single type of heavy fighter, therefore stopping them becoming obsolete and instead becoming a much more lethal target on the field while maintaining the different carrier roles.

In general the gameplay of carriers would potentially change in the type of fighters fielded due to what type of fighters receive bonuses in what hangars and the different bonuses/fighter types the hangars then provide. With new ways to defend structures as well as ways to make them relevant for higher tier PVE content.

I believe the move away from drone modules as well could help balance carriers more to help CCP and the General META, find more ways to include them in further PVP/PVE activities. Potentially introducing fighter specific modules aimed at what fighters need for example velocity (longer mwd cycles), enhanced EWAR ranges, etc. The aim being once again to make a carrier feel more like you’re fitting out the Battlestar Galactica than an oversized Drone Boat.

The final change which I believe all Carriers would be open to would be that pilots could potentially fly the carrier of their choice, instead of being urged to fly one carrier over another so long as it was fit with the appropriate hangar bay system required for the fleet.

I would love to hear further feedback and questions regarding my proposed suggestions!