Let me start off by saying that I am nowhere near an expert on Null-sec or Capital Ships. The last time I was in a Carrier it was loaded with 15 Sentries for ratting and had to either be cloaked and logged off in space or stored at a POS.
I know there will be 100+ replies about how Capital Ships aren’t worth the time / ISK, that people should learn to fly Sub-Caps, that they will have more fun with sub-caps, etc. but the bottom line is that it takes quite a while in EvE to realize those things as a new player and without a goal, people won’t stick around long enough to learn.
I can say that having played EvE on and off since 2009 that Capital Ships were a huge carrot at the end of the stick for me for a long time. I, like a lot of people, saw those ships as Eve’s “end game”. Don’t forget that the majority of new people coming from other MMOs are use to a different set of “leveling” mechanics. The more time you invest the faster you developed your character. Eve’s real time based skill leveling is already difficult for some people to adjust to. So when you log in as a new player and see those ships on the far right of the ship tree, it makes it feel like training for a year + might actually be worth it.
Now on to the actual topic.
In my opinion, the new changes to industry (driving the price of Capital Ship Production through the roof) is not going to resolve the issues with Capital Ships (or if it eventually does it will take years.) Here are a couple of reasons why I think production / initial cost isn’t the answer.
1.) The massive cost is just going to cause a new player to see those ships on the Ship Tree then look at their cost on the market / contracts and just give up on ever piloting one. It is basically saying that unless you are already established in game then the “perceived” endgame (see my statement above) is out of reach for you. It won’t even promote the buying of PLEX. I can see a newer player spending $50 to $100 on PLEX to buy a 1.5B ISK ship but how many newer players are going to PLEX a 5B Carrier?
2.) There are already a ton of these ships in game. Price is not a barrier for the massive Null-Sec Blocs or Mega Rich. These groups will still be able to produce and field these ships no matter how much they cost. The only thing this is going to do is to increase the power gap between the small corps / alliances and the massive Null-sec Blocs.
Instead of trying to price these ships out of existence why not instead make them cost ISK to actually own and operate? I have a couple of suggestions on how this could be accomplished.
1.) Storage
My suggestion is that CCP add a module that needs to be installed into a structure in order for a Capital Ship to be docked there. These would come in various sizes to accommodate different sized ships.
These modules require CPU and Power Grid just like any other module. This not only forces the structure to sacrifice other modules in order to dock Capital Ships but also limits the number that could be docked / stored at a single station. Maybe the ships could also continue to remain visible outside the station connected to a docking bay allowing anyone to see what Capital ships were docked there.
As an ISK sink CCP could require that each of these modules increase the fuel consumption of the structure while online. To prevent these from just being removed / installed only when a ship was going to be docked, give them a timer to put on line / off line.
This would allow smaller corps / alliances to still maintain a (small) Capital Fleet while restricting the number of Capital Ships the larger Alliances could stockpile ISK free.
A rental cost could be added to each docking bay (like with corporation offices but with daily, monthly cost) that is payable to the structure owner just like with reprocessing. You may even begin to see corporations / players installing structures with these docking bays in systems and charging a fee to dock there.
I realize that the ships could still be logged off in space but that requires an Omega Alt for every ship owned and stored this way (More accounts = more $$ for CCP).
2.) Operating Cost
Carriers / Supers - Could require fuel when used (much like a Dred does while in siege). The mechanic is already there. When Fighters return and refuel / rearm they would actually consume fuel from the Carrier’s fuel bay.
If CCP wanted to take this one step further, modify fighters to require that ammunition be consumed by fighters much like the missiles, Torpedoes, & Bombs are now but with actual munitions. Maybe add an Ammunition Bay for the storage and new munitions just for fighters.
Dreds - Already incur a cost while in siege as well as consuming ammo.
Titans - I am open to suggestions here as I have ZERO experience with Titans.
Anyway, just some ideas I had. Feel free to flame away.