Kirazk
Ashen Lion Mining and Production Consortium Axiom Empire
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Posted - 2008.11.14 04:11:00 -
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Please let me state that this is not a whine thread but is a discussion of a method to truly balance DPS. I stopped flying Caldari for DPS in small gangs because I feel that the EW benefits outweigh the dps. I am perfectly happy flying min or gal in pvp so please donÆt think that I am here whining about missiles.
To me balance means that over a given time period the total base damage for one weapon type should equal the base damage of any weapon for the same given time.
My discussion, again, this is not a whine thread and not a discussion about which race has an advantage of the other, is simply a discussion of balance and how it pertains to DPS. I will limit this to torpedoes and guns in general but the argument should apply for all missile types.
Today, IRL, torpedoes have the ability to locate a target, measure the length, calculate the center and dive under it to deliver itÆs payload underneath the keel and in the center. The explosion creates a void and causes the vessel to ôfallö into the void and break the keel. Why canÆt eve torps be ôsmartö torps?
My thought is why arenÆt the missile in eve set to work more like guns in that they are affected by transversal vs velocity?
If a ship has zero transversal and is approaching dead on then the missile should detonate before it reaches the ship. The ship will arrive at the center of the blast and take huge damage. Similarly if a ship is going away at high speed but still has zero transversal then the missile should pass the ship and explode in front of it having the same effect. (These are just simple concepts for calculational purposes, the missile doesnÆt have to actually detonate early of go in front of)
If the ship has a transversal then the missile should locate the center of the vessel, detonate, and the resultant damage should be based on the explosion velocity vs transversal velocity calculation. This is also keeping in line with gun tracking speed and transversal for the same given sig radius. û We now have balance.
Guns should not hit once the target is past the falloff range and missiles have range limits based on time and speed. û This is already balanced I think with the recent patch.
Ships should not be able to outrun the missile or gun that is designed to shoot it. Yes, an interceptor should be able to outrun a cruise missile or a torp. However, it should not be able to outrun a rocket.
The weapon size vs ship size I think needs a bit of balance as well. Before the patch I could single or double shoot NPC frigs that were stopped or moving straight at me with my 1400mm Arties. The same should happen with Torps. Yes we donÆt want torps to be the ôI winö button but it needs to be balanced. I donÆt agree that the torp should waste a small ship like that but I also donÆt agree that a 1400mm Arty should either. I think the key here is the sig radius, if heÆs stupid enough to burn straight at you with his MWD then he should take max damage with any weapon type. Otherwise it should be balanced with sig radius for ALL weapon types, not just torps.
Lastly there is the dice roll as to if you hit something or not with guns. The same can happen with torps. ôX missile encounters EM interference from a local anomaly and fails to detonateö, or you can balance it with ROF, or you balance it with base damage dealt, or you balance it with the number of launchers. This is all simplistic to calculate since you know all the formulas. This should be easy to balance.
I think this establishes a balanced baseline with BASELINE being the key. The rest is up to us to set up the ships for tank or damage as we see appropriate.
Did I miss anything?
ps: In keeping with the spirit of minmitar I think they should be able to warp while tractoring a jet can (space trash).
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