I have been doing that thing where you think you can beat DEV’s at making things for Eve. Silly to try, I know. But every dog has it’s day (no chucky nut bar for you Rimmer - Red Dwarf joke).
Let’s get on with it shall we.
OK so at Fanfest. CCP Fozzie and team proposed an idea that there maybe a new up coming ship that is designed for Fleet Commander to minimise or curb the tactic of “Head Shotting” fleet commander (the guy or girl directing the fleet to targets and so on) so as to destabilize an enemy fleet combat effectiveness. The premise is that by “Head Shotting” the FC off the field at the start of a battle, you can win a battle before it even gets really going. The fear is that when the FC is blown off the field of battle. Then major battles are not even fought. Long story short. It is believed that PVP in this manner is being suppressed as FC will not engage in big fleet battles because they can not stay on field to direct the troops even if losing the fight.
So with that in mind. CCP has put forth the idea that a new ship may address this. I myself don’t think a new ship is the right way to go. Here is why
If a new ship is designed, Then it will have to be a frigate sized hull. Anything bigger and you lock out PVP in novice sized combat sites in Faction Warfare systems in Lowsec. But a frigate is not going to be the ship of choice when in battleship slug feast. Or any ship class above a frigate level sized hull. To address that you will not only need to design 1 ship. But a whole line of ships for each hull size and also for each race (maybe). That is a whole lot of DEV time and work. And also a lot of “Balancing debt” for any future features.
The possible solution
Rework or make a new version of the “Target Spectrum Breaker”. CCP Fozzie should be very familiar with this module.
See here for how it works
https://www.youtube.com/watch?v=oofwHuN5ydg&feature=youtu.be&t=284 (skip to 4.44 minutes)
The biggest issue with the module is that when you use it. You are effectively ECM jamming yourself with no chance of ever escaping from a blob due to warp scramblers/disrupter cycle times. So to use it means that you can not shoot anything (drones still work), And so you can’t kill any tackle that is holding you.
But what good is tanking if you can’t kill anything or even lock a target to shoot or direct fire for the fleet. A fleet commander needs to lock targets to direct fire for the fleet so he/she can assess if the target is a good choice. Things that a fleet commander needs to see is if the target is tanking the outgoing fire from his/her fleet, What sort of tank type the target is using (armour or shield or manTank Hull). Things like this are important to fleet commanders.
My idea is to change (or make a new version of) the “Target Spectrum Breaker” from a battleship only module to a module that can be fitted to any ship class and also move from a mid slots to the high slots.
Now here is why
Removing the Battleship only rule means it can be fitted to any ship. That means all ship sizes in terms of hull can field them. Frigate battle in novice size complex in faction warfare Lowsec will be doable.
By making it a high slot module. You give the fleet commander a choice of more tank in the mids for shield doctrine ships. And more choice for tackle modules or EWAR. You also give choices for losing DPS and or utility high slots for better survivability against many target shooting you.
Next thing is to remove the part that makes the module ECM jamming yourself. You must be able to lock targets to shoot and direct fire for your fleet.
And the last part (and I know this will take up a lot of DEV time to figure out). The lock breaker effect should not effect your own fleet members. Yes this means that your own fleet members will be able to rep the fleet commander. And that is the point. To keep the fleet commander from being removed from the fight.
Now. For some drawbacks to using this reworked or new module.
I would not be opposed to things like when the module is active. The ship can’t warp. Or your DPS from the ship is cut by 50% or even more. Or anything else that your guys can come up with.
Fitting attributes should be adjusted as needed. I would also like to add that skill requirements up changed to so that “Wing Command 1” also be needed to fit the module.
As for concerns that the module would become too powerful and be fitted to every ship everywhere. I would like to point out that DPS output would be greatly reduced from ships fitting this module. And that fitting this module in a small gang to flight another small gang* is an absolute disaster due to so few targets locking you to make the lock breaker calculations worth it’s fitting over more DPS or utility. As seen here
https://www.youtube.com/watch?v=N6rBuMu0zsY (be warned, I rage here. Sorry).
As a side note. A good way to counter an FC fit with this module would be to have a small bunch of your own fleet shoot the enemy FC instead of your whole fleet. You will in fact kill an enemy FC faster this way depending on how good his logi wing is. This means more roles for players to play with when fighting big fleet battles.
Other points to address.
1# To stop whole fleets fitting this. I would impost that you must be in the “WING” or “FLEET” position in the fleet hierarchy for the module to work. And that you must have the FLEET BOSS STAR. If a ship is fitted with the module and not in a “WING” or “FLEET Commander” spot in the fleet hierarchy. Then the module has no effect at all. Or you could just make it so that only the “FLEET BOSS” (the fleet member that has the star) can benefit from the module.
2# To address the possible tactic of having your own fleet members lock up the FC to maximise the calculations for “Lock Breaking”. I would impose that your own fleet members have no effect for the calculations of the module. Only targets locks from ships not in the fleet should be counted towards the calculations.
3# I don’t think this should be fit on capital ships. They already have enough EHP and also have things like the HULL Energizer thingy that stops all damage for a set time.
4# There must be a warm up timer to stop fleet members switching FLEET BOSS STAR when they become primary from an enemy fleet
That is my idea. Thanks for reading.
*Small gang = less that 15 ships in a fleet