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Tassadar Aurelius
The Sound Of Freedom Renegade Alliance
0
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Posted - 2014.01.09 23:06:00 -
[1] - Quote
After talking to some of my corp mates regarding overheating and changes to modules like the Remote Sensor Dampener, I came up with an idea for a new module with the following characteristics:
- High Slot - Active - Increased Nanite Repair Paste consumption - Accelerated repair time - Not overload capable - Different sized modules for various ship classes (ex. Small, Medium, Large, etc.)
Basically, I was thinking about how beneficial it would be to have a module that, when turned on, absorbs all the heat damage into itself from overloaded modules/racks, thus damaging itself instead of the other overloaded modules. This would allow you to overload all other modules for longer before having to repair them. This new module would then be repaired with Nanite Repair Paste at a quicker rate than the rest of the modules, with the trade off being greatly increased Nanite Repair Paste consumption.
Adding such a module to the game would have the following effects:
- Decreased Nanite Repair Paste price due to higher usage/production/demand. - Longer engagements due to reduced need for repairing at station. - Make overloading more prevalent and well known, especially among new players. - Make small ship combat more interesting!
As someone who likes to fly small, fast ships into combat I can say that I would absolutely give up a high slot if it meant I could overload my medium rack for longer without worrying about it melting. I think giving up a high slot and adding increased Nanite Repair Paste consumption would be a balanced and fair trade off for this module. "Be polite, be professional, but have a plan to kill everybody you meet." |
Blodhgarm Dethahal
Transcendent Sedition Dustm3n
79
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Posted - 2014.01.10 01:17:00 -
[2] - Quote
How much HP we talking about on this new module? If it's the same as all the other modules then its worthless.. too much and its broken. -Bl+¦d
Transcendent Sedition is recruiting! Join "TSED Recruitment" chat ingame to talk to us if you are interested in Wormhole life! |
Tassadar Aurelius
The Sound Of Freedom Renegade Alliance
1
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Posted - 2014.01.10 01:30:00 -
[3] - Quote
Blodhgarm Dethahal wrote:How much HP we talking about on this new module? If it's the same as all the other modules then its worthless.. too much and its broken.
That's one for the DEVs. Obviously you are right. It would have to be enough so you could overload a single module for double the time, but not enough to overload an entire rack for that long. It makes sense that the more modules you overload at once the quicker the Active Heat-Sink gets used up and the more often you have to deactivate it to repair. "Be polite, be professional, but have a plan to kill everybody you meet." |
Daenika
MMO-Mechanics.com
47
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Posted - 2014.01.10 05:10:00 -
[4] - Quote
Quote:- Decreased Nanite Repair Paste price due to higher usage/production/demand.
Not sure you understand the market forces at work. If you mechanically increase demand, prices will initially rise. Production will then rise as it becomes more profitably to produce the good, prices will drop somewhat from the new value, and eventually settle to an equilibrium where more of the good is produced than before, and the price is also higher than before. It wouldn't decrease the cost unless you affected something on the supply side that made it cheaper to produce, or something on the demand side that made it less desirable to use.
Basically, you'd increase the price, and since I manufacture that crap, I'm in favor. |
Corraidhin Farsaidh
Hello-There
92
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Posted - 2014.01.10 11:40:00 -
[5] - Quote
Daenika wrote:Quote:- Decreased Nanite Repair Paste price due to higher usage/production/demand. Not sure you understand the market forces at work. If you mechanically increase demand, prices will initially rise. Production will then rise as it becomes more profitably to produce the good, prices will drop somewhat from the new value, and eventually settle to an equilibrium where more of the good is produced than before, and the price is also higher than before. It wouldn't decrease the cost unless you affected something on the supply side that made it cheaper to produce, or something on the demand side that made it less desirable to use. Basically, you'd increase the price, and since I manufacture that crap, I'm in favor.
We should think of more uses for nanopaste :] |
Tassadar Aurelius
The Sound Of Freedom Renegade Alliance
2
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Posted - 2014.01.11 19:24:00 -
[6] - Quote
Daenika wrote:Quote:- Decreased Nanite Repair Paste price due to higher usage/production/demand. Not sure you understand the market forces at work. If you mechanically increase demand, prices will initially rise. Production will then rise as it becomes more profitably to produce the good, prices will drop somewhat from the new value, and eventually settle to an equilibrium where more of the good is produced than before, and the price is also higher than before. It wouldn't decrease the cost unless you affected something on the supply side that made it cheaper to produce, or something on the demand side that made it less desirable to use. Basically, you'd increase the price, and since I manufacture that crap, I'm in favor.
Perhaps my analysis of the economic benefit was off, but as far as game play goes I believe a module like this has much to offer, especially in the PvP arena. "Be polite, be professional, but have a plan to kill everybody you meet." |
FT Diomedes
The Graduates RAZOR Alliance
281
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Posted - 2014.01.11 19:38:00 -
[7] - Quote
Overheating should be situational and come with a drawback - this lowers the drawback and makes overheating much easier and more common.
In most 1v1 fights, you are foolish not to overheat from the beginning. In small gang fights, you probably have to overheat certain modules in order to hold tackle or finish off a tough enemy. In large fights it is also situational. The risk is always that you will mistime and burn something important out.
Overheating doesn't need to be made any easier. It is already incredibly effective. We don't need ships to be able to overheat an MWD or point for even longer than they can currently. |
Tassadar Aurelius
The Sound Of Freedom Renegade Alliance
2
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Posted - 2014.01.11 19:53:00 -
[8] - Quote
FT Diomedes wrote:Overheating should be situational and come with a drawback - this lowers the drawback and makes overheating much easier and more common.
In most 1v1 fights, you are foolish not to overheat from the beginning. In small gang fights, you probably have to overheat certain modules in order to hold tackle or finish off a tough enemy. In large fights it is also situational. The risk is always that you will mistime and burn something important out.
Overheating doesn't need to be made any easier. It is already incredibly effective. We don't need ships to be able to overheat an MWD or point for even longer than they can currently.
It compensates for the lowered drawback by adding the drawback of losing a high slot, thus having less DPS (assuming you are using modules instead of drones for DPS). Also, depending on the PG and CPU requirements of the module, you might not be able to fit a full loadout and might instead have to give up another module. So, the effect of this module would be creating more specialized fits. Some people might choose to lose a module or two to be really good and effective at using one specific module for a very specific role. This would mean having pilots who can have a full loadout and can overload all of their modules for a short time vice pilots who have a partial loadout who can overload for longer, thus adding another interesting layer to the PvP dynamic.
"Be polite, be professional, but have a plan to kill everybody you meet." |
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