I just had an idea how to fix the current issues with supercapital-proliferation forcing a stagnation in nullsec.
The current problem is that if one side has a lot more supers than the others, than they usually have enough faxes/reps to win the fight onesided. There is no risk when you have enough supers/faxes.
- Just prevent supers from receiving reps, period. they are either buffer or self-rep, but they cannot receive full hitpoints every second. If they commit and take too much damage, they die.
- If that isn’t enough the “commitment” has to be taken even further. Supers that engaged in battle cannot warp off for the next 30-60min after the first player-agression. This way supers will only be used sparingly and only as a last resort. And whenever they are used, everyone has time to respond.
Other than that supers could keep the same powerlevel or even be buffed back.
I think these changes would be very much in the spirit of these ship-classes. They are incredibly huge and powerfull, so huge and complicated actually, that it needs a dedicated structure to repair them after taking damage. Unfolding their weapon-systems and switching to “battle-mode” means all hands/resources/focus on weapons and leaving the bare minimum on engines. Like a fortress that arrived and needs to unpack.
You wouldn’t just cyno them into everything, do stuff for 5min and warp to safety and jump out again. You wouldn’t just attack something and after the supers take damage you just jump in 10 faxes. If you bring them and your opponent does not stand down with their supers, a ball of explosions will ensure.
They would also feel more like a one-time, expensive force-multiplier that you keep for really important engagements. Supers would likely get used less, but whenever they do get used, they would have a high chance of forcing a fight with a big pricetag on both sides.