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Draco Darkmatter
Sebiestor Tribe Minmatar Republic
0
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Posted - 2013.07.06 17:42:00 -
[1] - Quote
[TL:DR]Rebalance of Deployable Warp Disruption Bubbles: Bubbles are currently overpowered for their ease of use and cost. I would like to see some changes which make their use more interactive and risky. They currently have the hit points of a Titan, the cost of a Cruiser/Battle Cruiser and are drop and forget. I would like to see their placement restricted a bit more, require some ongoing player interaction to maintain them and their defensive capability reduced a bit.
Background:
Back in 2003 when I suggested that there should be a way to drop players out of warp, I had very different ideas of what that would become and how it would be used, then what Warp Disruption Bubbles have become today. The idea was intended to be some temporary effect, which was hard to pinpoint/detect, but avoidable or reasonably overcome if known or found.
The Current Problem:
Bubbles have become a tool, primarily used to setup gate camps, which was never my intent. They do provide a means to encourage PvP interaction, but in their current state are over powered, in my opinion. They are far more difficult to evade or escape then they are to establish, which is unbalanced. In their current form they are inexpensive, easy to place, take no interaction on the part of the player to maintain and can be placed with impunity near NPC owned and protected gates and stations making their avoidance nearly impossible for those using those same NPC owned resources. I still maintain that Bubbles need to be in this game but I feel there needs to be some changes.
Possible Solutions:
There are three areas which I feel need to be addressed, to make them a more balanced in game mechanic: their placement, the level of required player interaction, and a reduction to their defensive capabilities.
Placement:
When Bubbles are active they cause a negative effect to everything within their AOE, (Infinite Warp Disruption Points). This AOE effect should be treated as an attack like all other Warp Disruption modules. This would cause Defensive Guns around Gates and Stations to attack them, if placed in such a manner as to include their bounding box within the bubbles AOE. This would in turn require players to place them further away from these structures. In addition I feel as though the AOE of bubbles should also not be allowed to overlap. This would create possible gaps, which players can try and exploit to escape, if the bubbles are not placed with care to avoid such holes.
These two changes would require more effort from the players using these devices for which where is currently almost none and allow there intended victims some small added measure of escape against poorly constructed ambushes.
Required Player Interaction:
Currently Bubbles require player interaction only to anchor and un-anchor them. Once anchored they run indefinitely with no ongoing cost or maintenance required on the part of the player. This seems a bit unbalanced given they these produce an active negative effect on their AOE. Their description states that they are deploy-able self-powered units. So letGÇÖs give them a generator and capacitor like ships.
When active they consume Cap energy like other warp disruption modules, the catch here is that they consume more Cap energy per cycle then they generate and need fuel in the form of Cap Boosters to run indefinitely. I think a good balance would be a 60 second cycle, with each cycle draining 15% of the total Cap energy. The Cap would regenerate power at 5% per 60 seconds. Resulting in an active Bubble draining the Cap energy in 10 minutes. Now to keep the bubble active longer you should be able to fit an apparently sized Cap Booster Module. The Mobile Warp Disrupter should also be able to hold enough cap boosters in cargo to allow the Bubble to run for 1-2hrs. This change would make it so that players needed to monitor and interact with their Mobile Warp Disrupters to keep them active, which to me makes more sense than a drop and forget AOE effect.
Reduction of Defensive Capabilities:
Currently the large tech1 version of these devices has an EHP of 220,000 HP with a 33.3HP/sec regeneration of their 40,000 HP shield all for the low price of a well fitted cruiser. Now a well fitted Battle Cruiser costing 10x as much would take almost 15 minutes to shoot one of these down. This a bit over powered. This makes tearing one down far more difficult than putting one up. I think two changes need to be made here. The first is that the EHP of these devices should be reduced by half. The second is that its shield should be only operable when its AOE effect is off-line, while at the same time doubling its shield recharge rate.
These changes in addition to giving them a Cap for power, make it so that they are well protected but balanced when they are off line and most likely not being protected by their owners and more vulnerable while in operation and most likely being protected by their owners. It increases the risk of using them in that they are now easier to destroy and makes their use more balanced with the other mechanics within EVE. |
Sardek Nardan
Khanid Constructions The Volition Cult
11
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Posted - 2013.07.06 17:51:00 -
[2] - Quote
You know there is no gate or station gun in 0.0 right? |
Commander Ted
Caldari Provisions Caldari State
765
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Posted - 2013.07.06 17:51:00 -
[3] - Quote
*proposed https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |
Harvey James
Deep Core Mining Inc. Caldari State
181
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Posted - 2013.07.06 18:15:00 -
[4] - Quote
some interesting points here it is a bit stupid that they have infinite cap and can run for a long time.. do they dissappear after a certain amount of time? ..like the 2 hour rule? Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Draco Darkmatter
Sebiestor Tribe Minmatar Republic
0
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Posted - 2013.07.06 18:16:00 -
[5] - Quote
Sardek Nardan wrote:You know there is no gate or station gun in 0.0 right?
I am aware of that and thus that one aspect would remain unchanged in nul-sec. |
Draco Darkmatter
Sebiestor Tribe Minmatar Republic
0
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Posted - 2013.07.06 18:17:00 -
[6] - Quote
Harvey James wrote:some interesting points here it is a bit stupid that they have infinite cap and can run for a long time.. do they dissappear after a certain amount of time? ..like the 2 hour rule?
As far as I am aware all anchored objects remain until un-anchored or destroyed. |
Ellendras Silver
Bite Me inc Bitten.
57
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Posted - 2013.07.06 18:21:00 -
[7] - Quote
they are not OP they are only possible in 0.0 space and WH space if you dont wanna be bubbled stick to low sec or if thats too scary aswell go to high sec.
bubbles work as intended they catch people so they can be killed |
Harvey James
Deep Core Mining Inc. Caldari State
181
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Posted - 2013.07.06 18:22:00 -
[8] - Quote
Draco Darkmatter wrote:Harvey James wrote:some interesting points here it is a bit stupid that they have infinite cap and can run for a long time.. do they dissappear after a certain amount of time? ..like the 2 hour rule? As far as I am aware all anchored objects remain until un-anchored or destroyed.
it seems to me that type of module should be a burns out of cap quickly and should be a much more destructible module if it is not attached to a POS perhaps it should require a certain type of ship to arm and deploy it a T2 science ship based off an industrial perhaps or maybe a blockade runner. Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Draco Darkmatter
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2013.07.06 18:40:00 -
[9] - Quote
Ellendras Silver wrote:they are not OP they are only possible in 0.0 space and WH space if you dont wanna be bubbled stick to low sec or if thats too scary aswell go to high sec.
bubbles work as intended they catch people so they can be killed
I was under the impression they could be used in Low-sec, I was wrong. So my idea of restricting them to not overlapping gates is not relevant. I disagree that they were intended as a net designed to catch people so you can kill them, its a net designed to allow PvP. They are overpowered though in that they leave the players caught in them little means of escape.
Currently you can either burn like hell for the gate and hope your tank lasts, burn like hell for the edge and hope your tank lasts, fit a cloak and try and sneak out without being bumped or fly a T3 fitted to ignore AOE bubbles. We should also have the option of trying to break the bubble. There are no ships in the game currently which can hope to tank long enough to break any but the smallest bubble. That is the is the primary reason for this suggested change. |
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