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Skill Training Online
Royal Amarr Institute Amarr Empire
49
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Posted - 2013.06.27 01:42:00 -
[1] - Quote
What is this post about? Slots. High, medium, and low slots.
Originally CCP had a clear design goal for these slots.
High-Power: The ability to project effects across vast distances of space requires HIGHLY POWERFUL modules. Modules that belong here, Weapon Systems, Remote Repair, Energy Drains, etc
Medium-Power The ability to run active local systems on a star ship. Modules that belong here repair modules, sensor boosters, etc.
Low-Power The ability to run passive systems on a star ship. Modules that belong here, Armor Plates, Resistance plates
How to sort this out? Two Paths: Rename High Mid Low, to Top Middle Bottom. Organize modules by their function.
The Perceived Intent seemed to have been:
High Power Module: Anything that affects things outside of your ship. These should all be ACTIVE modules, (ie. something to be clicked) (All E-war, Remote Sensor booster, etc goes here)
Medium Power Module: Anything that affects your ship and is an ACTIVE module. (ie. something to be clicked) (Armor Repariers, Shield Boosters, Local Sensor boosters, etc goes here)
Low Power Module: Anything that doesn't draw power goes here. (Armor Plates, Shield Extenders, Passive Resistance Mods, Damage Mods, etc)
How would this benefit anyone? E-War would sacrifice damage instead of tank. Fully tackle regardless of shield/armor. Utility High Slots become incredibly desirable and useful. More logical Organization improves learning curve.
TL:DR: High- Anything that can affect another player Middle- Anything that is ACTIVE that affects only you. Low - Anything that is PASSIVE that affects only you. |
Metal Icarus
Dirt Nap Squad Dirt Nap Squad.
577
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Posted - 2013.06.27 01:50:00 -
[2] - Quote
So what you're saying is, a warp disruptor should be a high slot mod?
EDIT: Ugh, this guy again... 5/10 |
Skill Training Online
Royal Amarr Institute Amarr Empire
49
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Posted - 2013.06.27 01:53:00 -
[3] - Quote
Metal Icarus wrote:So what you're saying is, a warp disruptor should be a high slot mod?
EDIT: Ugh, this guy again... 5/10
Yes, because it reaches out across space, penetrates a shield, penetrates armor, and disrupts or scrambles the warp core of a distant ship.
That should take some power. |
Doc Fury
Furious Enterprises
2652
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Posted - 2013.06.27 01:59:00 -
[4] - Quote
--> Features & Ideas Discussion
The accumulated filth of all their sex and murder will foam up about their waists and all the ho's and politicians will look up and shout 'Save us!' and I'll look down, and whisper 'Hodor'. |
Lugia3
Pirates Incorporated
430
|
Posted - 2013.06.27 02:04:00 -
[5] - Quote
No, just no. If EvE is to rough for you, go play something else.
0/10, go away. Yarr |
Alternate Poster
Ministry of War Amarr Empire
115
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Posted - 2013.06.27 02:10:00 -
[6] - Quote
The OCD in me agrees with the OP. Problem is: why bother? What's the benefit other than making things appear "neater" to some pple? |
Jonah Gravenstein
Caliban Logistics and Storage
9397
|
Posted - 2013.06.27 02:28:00 -
[7] - Quote
QFT. it belongs with the other useless thread the OP started regarding lowsec being dangerous.
I eat your hatred for breakfast, then wash it down with your tears. |
Tippia
Sunshine and Lollipops
15254
|
Posted - 2013.06.27 03:13:00 -
[8] - Quote
Skill Training Online wrote:Originally CCP had a clear design goal for these slots. [citation needed]
Quote:E-War would sacrifice damage instead of tank. Fully tackle regardless of shield/armor. Utility High Slots become incredibly desirable and useful. More logical Organization improves learning curve. GǪif by GÇ£logical and improves learning curveGÇ¥ you mean GÇ£homogenized and without distinction between ship fitting styles, tanking styles, multi-role functionality etcGÇ¥. Having shields and armour go in different slots is a good thing; it means ships can be purposefully designed for one or the other. Restrictions on combinations (e.g. ewar vs damag) already exists GÇö ewar ships tend to have fewer weapon slots and paltry bonuses. All ships are already designed to fit the tackle (and weapon mods) they need GÇö that's why shield tankers have more mids and armour tankers have more lowsGǪ and if people choose to waste those slots on more tank, then that's great because then their ships are rendered completely inoffensive, and they'll soon learn the error of their ways.
So no thanks.
Also, F&I GåÆ GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |
Joan Greywind
Temnava Legion No Holes Barred
29
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Posted - 2013.06.27 03:25:00 -
[9] - Quote
We should always do things because they sound neat and organized, and not because it is effectively better design to do it in some other way. I believe in the English language every animal should start with a "c". So cats and camels are ok, but we should rename dogs and tigers to cogs and cigers, that way my little brain won't get confused when thinking about them. I mean why in the world don't we do things just because they are a "little" aesthetically better, that is just stupid, **** balance and **** working correctly, what matters is that it looks good to an ocd person.
Wow this post bad.
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Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2520
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Posted - 2013.06.27 04:06:00 -
[10] - Quote
Yo dawg, I heard you like modules... so we gonna add modules to modules so you can customize your modules.
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handige harrie
Hedion University Amarr Empire
83
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Posted - 2013.06.27 05:36:00 -
[11] - Quote
Gogela wrote:Yo dawg, I heard you like modules... so we gonna add modules to modules so you can customize your modules.
Tech 3 modules all the way Baddest poster ever |
Bloody Wench
594
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Posted - 2013.06.27 05:57:00 -
[12] - Quote
Give every ship 24 slots and you can put anything anywhere.
Happy now? Support a High Resolution Texture Pack |
Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
346
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Posted - 2013.06.27 06:35:00 -
[13] - Quote
Bloody Wench wrote:Give every ship 24 slots and you can put anything anywhere.
Happy now?
And enough PG/CPU to put 24 guns on that Vindicator? |
Grimpak
Midnight Elites United Federation of Commerce
945
|
Posted - 2013.06.27 06:56:00 -
[14] - Quote
Skill Training Online wrote:What is this post about? Slots. High, medium, and low slots.
Originally CCP had a clear design goal for these slots.
High-Power: The ability to project effects across vast distances of space requires HIGHLY POWERFUL modules. Modules that belong here, Weapon Systems, Remote Repair, Energy Drains, etc Medium-Power The ability to run active local systems on a star ship. Modules that belong here repair modules, sensor boosters, etc. Low-Power The ability to run passive systems on a star ship. Modules that belong here, Armor Plates, Resistance plates
How to sort this out? Two Paths: Rename High Mid Low, to Top Middle Bottom. Organize modules by their function.
The Perceived Intent seemed to have been:
High Power Module: Anything that affects things outside of your ship. These should all be ACTIVE modules, (ie. something to be clicked) (All E-war, Remote Sensor booster, etc goes here)
Medium Power Module: Anything that affects your ship and is an ACTIVE module. (ie. something to be clicked) (Armor Repariers, Shield Boosters, Local Sensor boosters, etc goes here)
Low Power Module: Anything that doesn't draw power goes here. (Armor Plates, Shield Extenders, Passive Resistance Mods, Damage Mods, etc)
How would this benefit anyone? E-War would sacrifice damage instead of tank. Fully tackle regardless of shield/armor. Utility High Slots become incredibly desirable and useful. More logical Organization improves learning curve.
TL:DR: High- Anything that can affect another player or NPC Middle- Anything that is ACTIVE that affects only you. Low - Anything that is PASSIVE that affects only you.
eh? what the **** are you talking about? [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |
Bloody Wench
597
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Posted - 2013.06.27 07:37:00 -
[15] - Quote
Caitlyn Tufy wrote:Bloody Wench wrote:Give every ship 24 slots and you can put anything anywhere.
Happy now? And enough PG/CPU to put 24 guns on that Vindicator?
1 meeelion CPU & PG Support a High Resolution Texture Pack |
smokess
The Scope Gallente Federation
57
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Posted - 2013.06.27 08:14:00 -
[16] - Quote
The amount of time people have on their hands to waste with fruitless topics like this never ceases to amaze me.
Ask yourself this question: Does it really matter whether slots are referred to by 'high, medium and low' as opposed to 'top, middle and bottom'?
'No', is the answer.
Does it confuse anyone? No. Does it affect people generally? No. Does it affect the game? Within the confines of game balance, yes.
Has it occured to you that as part of module/item design, CCP likely think long and hard about where a new module should be placed in terms of slot hierarchy? Any abadonment of design paradigm has been done out of necessity and game balance, I imagine, rather than reckless disregard for any particular player's obsessive nitpicking over ancient in game descriptions that or may not hold weight any longer. |
Inxentas Ultramar
Ultramar Independent Contracting Home Front Coalition
543
|
Posted - 2013.06.27 11:13:00 -
[17] - Quote
I suddenly feel like going to the grocery store and complain the bread isn't neatly displayed from light to dark. This calls for a very angry Facebook post. |
Diesel47
Bad Men Ltd.
656
|
Posted - 2013.06.27 11:22:00 -
[18] - Quote
Rofl.
This is so bad. |
War Kitten
Panda McLegion
2225
|
Posted - 2013.06.27 11:24:00 -
[19] - Quote
Can we get this thread locked for lack of content?
I find that without a good mob to provide one for them, most people would have no mentality at all. |
Tiber Ibis
Republic Military School Minmatar Republic
61
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Posted - 2013.06.27 11:27:00 -
[20] - Quote
Metal Icarus wrote:So what you're saying is, a warp disruptor should be a high slot mod?
EDIT: Ugh, this guy again... 5/10 Actually when I first started the game I kept thinking that ewar modules went in the high slots as that is the intuitive way to think of it. Now I'm used to them going in the mids though it seems crazy. I think the OP is correct but rebalancing it would be a nightmare. |
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stoicfaux
2872
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Posted - 2013.06.27 11:47:00 -
[21] - Quote
-1 Would lead to homogenization which is boring.
+1 because it would make racial ships redundant and unnecessary thus reducing training time dramatically
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Tchulen
Trumpets and Bookmarks The Volition Cult
460
|
Posted - 2013.06.27 13:22:00 -
[22] - Quote
lol
+1 for troll
-1000 for idea
Absolutely no need for the change whatsoever. Unnecessary design, balance and development time for literally no gain. |
Mike Voidstar
Voidstar Free Flight Foundation
197
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Posted - 2013.06.27 14:50:00 -
[23] - Quote
I actually agree in concept, as what is described is what I read when I first started playing, and then wondered why certain things are where they are.
However, it seems at some point the idea that communications was relatively low powered (I guess, compared to instant cutting lasers that work at over a hundred kilometers or so...) and most of your Ewar is based on communication tech--- Warp scramblers are interfering with navigation computers, for instance. Webs make less sense, since seemingly tractors do almost the exact same thing and they are high slot items---in fact, a pretty good argument could be made that tractors should work like webs on targets.
From the early concepts of why the slots are considered ranked by power draw, the OP is correct. I doubt changing it at this point would be worth the effort. |
Ranger 1
Ranger Corp
4314
|
Posted - 2013.06.27 15:55:00 -
[24] - Quote
Tiber Ibis wrote:Metal Icarus wrote:So what you're saying is, a warp disruptor should be a high slot mod?
EDIT: Ugh, this guy again... 5/10 Actually when I first started the game I kept thinking that ewar modules went in the high slots as that is the intuitive way to think of it. Now I'm used to them going in the mids though it seems crazy. I think the OP is correct but rebalancing it would be a nightmare. All else aside, it actually does make sense on many levels to have EW modules be high slot modules... EW dedicated ships usually have very limited weapons capabilities anyway.
It would be interesting to see the majority of EW vessels designed to depend more on their EW and tank, instead of how most currently depend on EW and range. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
Freighdee Katt
Center for Advanced Studies Gallente Federation
219
|
Posted - 2013.06.27 16:20:00 -
[25] - Quote
On a related note: Larger ships should have full racks not only for the largest guns but for medium and small as well. When's the last time you saw a battleship that had ONLY massive 16" turrets? Those things are blistering with guns all over, of all shapes and sizes. If a hull has 8 slots for large guns, then it also should have 8 slots for medium and 8 slots for small, to provide good all around defense. Heck, it probably should double at each level, since it's obvious you have room on the average ship for a whole lot more of weapons that are a whole lot smaller. So 8/16/32 slots for large, medium, and small weapons on battleships sounds about right. |
Astroniomix
Cryptic Meta-4
528
|
Posted - 2013.06.27 16:30:00 -
[26] - Quote
I want to be able to equip a sword in my helmet slot. |
Mike Voidstar
Voidstar Free Flight Foundation
197
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Posted - 2013.06.27 16:43:00 -
[27] - Quote
Freighdee Katt wrote:On a related note: Larger ships should have full racks not only for the largest guns but for medium and small as well. When's the last time you saw a battleship that had ONLY massive 16" turrets? Those things are blistering with guns all over, of all shapes and sizes. If a hull has 8 slots for large guns, then it also should have 8 slots for medium and 8 slots for small, to provide good all around defense. Heck, it probably should double at each level, since it's obvious you have room on the average ship for a whole lot more of weapons that are a whole lot smaller. So 8/16/32 slots for large, medium, and small weapons on battleships sounds about right.
Nothing stops you from fitting small guns on larger hulls. I actually used to fly a mission Domi like that, with small lasers to take care of the frigs while my Ogre's ate the rest of the mission. It's not like large blasters had any more range than the small guns anyway. :)
Realistically, you go with your bonuses. If you happen to be flying something without bonuses to weapons, you are pretty much golden on fitting whatever you like. Something like a Prophecy is murderous to whatever you choose to build it against. Many Minmatar ships have spare unbonused highs that will fit a couple extra turrets or launchers that could be downsized.
I'm not saying it's a good idea and that you wont get laughed at when the kill mail gets posted, just that you can do it if you want. |
Alvatore DiMarco
Capricious Endeavours Ltd
550
|
Posted - 2013.06.27 16:49:00 -
[28] - Quote
Is it possible that the crux of the "shield vs armor tank imbalance" issue is that shield mods go in the mids and armor mods go in the lows? If armor mods went in the mids, that would solve a big part of the problem - right? |
Onomerous
Shockwave Innovations Surely You're Joking
159
|
Posted - 2013.06.27 16:51:00 -
[29] - Quote
0/10
Please don't feed this guy. |
Alvatore DiMarco
Capricious Endeavours Ltd
550
|
Posted - 2013.06.27 16:52:00 -
[30] - Quote
Nobody's feeding anyone anything. I am kind of curious though. |
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