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Cailais
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Posted - 2006.07.24 17:00:00 -
[1]
As a relative newcomer to EVE I would guess my following suggestion has already been posted before and flamed to death! (if so can any forum vets provide a linkage?)
Like I said Im a newbie, but a few things have struck me while playing EvE and reading the forums here. These are (in no particular order)...
1. WCS - you either love them, or hate them. 2. ECM - same as point 1. 3. Combat is over really quite quickly (considering these are huge ships we're talking about). 4. Ship set ups are everything (though skills play a part)
My suggestion is as follows: 1. Greatly increase ships Hulls (uniformaly across the board) 2. Introduce 'module damage'
How would this work - and what's it got to do with my points above? Well the concept is pretty simple really. After watching the tourney on EVE TV (which was brilliant) I noticed that once your main 'tank' (shield or armour' is gone your ships in hull, & thats it - game over. But if you still had a chance to fight on, because you knew your hull would quite last a while, would you not perhaps stay in the fight? NO! I hear you cry once Im in Hull thats me - Im warping! Which is fine, but what if your mods could be damaged? The idea here is your mods could go off line - you could potentially loose anything WCS, ECM, weapons, MPAC etc.
The result of this I think would be some pilots would 'hang on in there' if they trusted their hull would hold out for a while at least. Combat would thus last longer.
ECM might need a change (perhaps putting some weapons 'off line' for a period rather than jamming tracking) for this too work.
Im undecided as to wether modules would be damaged while your shieled/armour is intact, perhaps a reduced chance of this happening if they are?
Dont like the idea of random chance of a module going down? Easy - as a % of your hull is breached there is a 100% chance you will loose a mod - its just what mod is damaged that is in the lap of the gods.
Any thoughts? Questions? Flames?
Oh and hello to the EvE community 
- I dont have a sig - I'm not rich/important/talented enough.......
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Reggie Stoneloader
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Posted - 2006.07.24 17:22:00 -
[2]
Well said. This idea's been around for a while, but I think you've encapsulated it well.
I, for one, am a huge fan of ships being crippled and floating in space as ravaged hulks until they're either repaired, self-destructed, destroyed by a serious outpouring of enemy fire or abandoned.
Little ships, like frigates and destroyers, could pop, but cruisers and above should be susceptible to this sort of thing.
A variation on the idea, which I've been thinking about, is having the module damage as your hull goes down, as you suggest, but not add any more HP. Instead, when your structure is exhausted, your ship becomes derelict. Cap goes to 0, shields cease to recharge, all modules go offline, and the ship becomes totally inert.
You're still in it, and can choose to eject or self-destruct. It has a boatload of HP in its new form, like a secure can. Cruisers could be destroyed by a few volleys of cruise missiles or something, but battleships would be a real pain in the butt to get rid of once and for all. If you want the insurance, you hit the self-destruct and take your chances in a pod, or you can stay in it and hope your mates can get there with salvaging equipment to rescusitate the thing. Or you abandon it, and hope you can recover it before your enemies do.
NPC rats should not shoot at derelict ships.
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Maya Rkell
Corsets and Carebears
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Posted - 2006.07.24 17:31:00 -
[3]
They did this on a testbed. With 6 ships, it lagged out an entire system.
So..not soon.
Thing is, this makes smaller fights mostly pointless and screws over smaller ships very very badly too. The Touurny is also absolutely NOTHING to do with normal PvP.
ECM affecting weapons? Again, a nerf to smaller ships with less weapons, etc.
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Cailais
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Posted - 2006.07.24 17:40:00 -
[4]
Thanks for your comments.
Another thought that has occured to me is that a skill (lets say repair for the time being) might after an extended time period bring your mods back on line. So youve reduced the BS (or whatever) to a floating hulk - impotent. Do you keep pounding it to irrevocably destroy it (think fleet battles 7 his buddies)? Or leave it and hope you can finish of his allies before he gets his systems back 'on line'??
I agree with you that BS and above should be the 'long hauls' for this - (though Im a frigate pilot myself).
Any one else who can suggest improvements?
-I dont have a sig - I'm not rich/important/talented enough.......
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Cailais
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Posted - 2006.07.24 17:52:00 -
[5]
Quote: They did this on a testbed.
Ah, I kinda guessed it was an obvious idea that wouldn't work - shame.
Sure smaller ships would get a poorer deal (but then they are smaller for a reason??)
Personnaly Im a big fan of EW as a concept, but appreciate in its current form its not everyones cup of tea. As I see it ECM is an 'offensive' EW weapon as it stands - so I wonder why its not a high slot (you can jam -or you can shoot - but you cant do both type of thing.) Perhaps with the new scanning and probes coming with Kali EW will be adapted into something akin to a 'probe jam' than jamming weapons per se (rather like a reduced cloak).
Seeing as you can turn off a module I wonder why this module damage thing wouldn't work? Lets say I take a value of 'x' damage - at this point my grid or cpu drops by 'x' amount - this would automatically offline some of my systems. I could then chose to switch off something to say turn my wcs back on etc etc...
bah Im waffling now - I'll get back in my noob pod...
I dont have a sig - I'm not rich/important/talented enough.......
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Maya Rkell
Corsets and Carebears
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Posted - 2006.07.24 18:08:00 -
[6]
This isn't a Diku where lower levels (smaller ships) are inherently useless.
Smaller ships work differently, and while they're no real threat 1v1 neither can they be ignored. Changes which drastically reduce their ability to compete are..not good for Eve.
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Cailais
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Posted - 2006.07.24 18:34:00 -
[7]
This isn't a Diku where lower levels (smaller ships) are inherently useless.
I totaly agree - I fly one myself!
My idea is not aimed to nerf smaller ships - and having made it I can now see its already been made in the 'under development stickied post here' - shows how obsevant I am..
My suggestion was to increase Hull considerably, so people fight in Hull rather than warp, or go 'pop' instantly - which has been my experience and thus making Hull rather irrelevant. Once in Hull and a certain percentage (thus equates across all ship types) of your hull had been damaged you would loose CPU and or Grid. The player would then have to manage his systems to get back into his new CPU / grid.
Hopefully that would induce longer and perhaps more tactically interesting battles.
I suppose my overall point being is that if WCS/ECM (or the next big thing) are fallible in battle - then perhaps the cries to 'nerf' them would reduce?
- I've given up on sigs - this games making my head hurt...
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