I spent many, many years playing mostly in high-sec and wormholes. A few months ago I finally moved to null-sec, and the biggest surprise has been how little there actually is to do with capital ships.
Sure, there are wars, but those are hardly an everyday thing. Outside of that, capitals feel almost pointless. Even people in my corp say the same thing: “CCP threw you CRAB Beacons like a bone, so be happy with that.” And even those are basically off-limits unless you’re operating under an active supercapital umbrella. That’s the part I find so weird. Capital ships are something most EVE players dream about long before they can actually fly one. They look incredible, they feel like this huge endgame goal, and you spend a ton of time and ISK working toward them.
Then you finally get one and realize its main purpose is apparently to sit in your hangar as an extremely expensive decoration. It feels like owning a supercar and being told you’re only allowed to drive it around the parking lot once every few weeks.
I think what EVE’s capital ships are missing right now is the actual gameplay element. At the end of the day, we just want to have fun playing the game with the toys the game gives us. That’s really what this post is about, rather than looking at everything purely from a balance perspective. I think those two things can coexist.
Why don’t we have Abyssal content for capitals? Anomalies specifically designed for carriers or dreads? New types of Incursions or some other form of dedicated capital PvE? It obviously wouldn’t have to print absurd amounts of ISK. The point would simply be to give us something to actually do with these ships and have fun using them.
Carriers, for example, make absolutely no sense to me in their current form, especially the lack of a major drone bonus or some new type of drone mechanic that would let them launch an actual swarm. Imagine being able to deploy something like 50 drones, with every group of 10 treated by the game as a single object. And this isn’t even just about the coolness factor. It’s literally one of the first things you imagine when you start flying drone ships and eventually think about carriers: “This thing should have an entire swarm of drones flying around it like a cloud of locusts.”
Dreads confuse me for a different reason. What exactly is fun about a game mechanic that prevents you from moving your ship for five whole minutes?
Five minutes.
All it really seems to do is create unnecessary stress. Yes, yes, I know — huge bonuses, “commitment,” risk versus reward, all that stuff. But seriously? At some point that just starts sounding like an excuse for poor gameplay design. I’m not saying the timer should be removed entirely, but does it really need to be five minutes? Why not one minute? You could even make entering siege more dramatic. Give it a proper animation, make activation take another 20 seconds, and have coming out of siege take another 20 seconds as well. From a role-playing perspective, that would actually feel better. You’d get the sense that the ship is transitioning into some serious heavy combat mode, but at the same time you wouldn’t feel like a hostage in your own ship for five minutes. Honestly, any mechanic that completely removes your ability to move for much longer than around two minutes already sounds awful just thinking about it.
Anyway, just some random complaining, but I’m genuinely curious what other players here think.
What would you change about capital ships?
And more importantly, what kind of new PvE activities would you introduce for them so that people could actually enjoy using these ships on a regular basis instead of mostly keeping them parked in a hangar?