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Agorander
Gallente Agent-Orange Coalition of Free Stars
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Posted - 2009.07.10 11:04:00 -
[1]
I would like to propose that tech II cap booster charges that are "rechargeable".
The idea is to make injector-setups possible for pvp "away from supply lines" without changing the current pvp balance of injector setups.
To this end there should be a tech II cap booster charge available that when spent returns to cargohold in empty state. Inbetween fights it would be possible to recharge the batteries (either by using say 4x the cap, eg 3200 ship cap to recharge a 800 battery, or 90% of ship cap or something).
They could be rechargeable a limited number of times.
This would enable injector setups "away from supplies" for a limited time, (but that is >1 fight) while still keeping the single fight balance. Any thoughts?
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Luna Nilaya
Blood Works Inc. Circle-Of-Two
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Posted - 2009.07.10 11:37:00 -
[2]
Good idea. -
Installing premium content... Deleting file: \boot.ini |
Koyama Ise
Caldari Equestrian Knight Order of Lolicon
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Posted - 2009.07.10 11:46:00 -
[3]
As long as it's not rechargeable in combat like what you said it's a nice idea for cap booster setups. --- Koyama Ise, Applying logic in areas where it is logical to do so. |
Julia Venatrix
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Posted - 2009.07.10 12:39:00 -
[4]
What recharges these empty boosters? A new POS module?
Off hand, I think this may cause a bit of a conniption, as it would require a special new piece of code unlike all other ammunition. Instead of just decrementing the source ammo pile by 1, these toys would require the creation of a new item in the cargo hold (a spent charge) as well.
Think about the lag when you pull loot from a wreck into your hold. You'd get that lag from finishing a booster cycle as well. Ewwww. --- Some days you are the pigeon, and some the statue. |
Mike Voidstar
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Posted - 2009.07.10 19:33:00 -
[5]
A low slot module with a 15 min activation cycle that reduces cap recharge to 1/4 but produces 1 cap charge.
Skill in engineering or power management or something could be applied to lower the activation time.
Alternativly, you could create a new module, a "Backup Capacitor" with a 15 min cycle time that acts as a cap booster. Overheating the module could reduce the recharge time. :)
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AARRGGHHH
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Posted - 2009.07.10 20:32:00 -
[6]
Sounds like a good idea. To recharge the booster charges you could have the spent charges as a different ammo type acceptable by T2 cap boosters, when loaded into the booster and activated it could stop your ships cap from recharging and instead route that power into the cap charge loaded at say, half the rate your cap would normally recharge at. Seems to be a fairly logical way of doing it to me and would stop the need for any extra modules to recharge.
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Defcon Blue
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Posted - 2009.07.10 23:29:00 -
[7]
An interesting concept that definitely has some merit to it.
Personally I would like to see something along the lines of current t2 ammo, with having pro's and con's to their use.
Such as a Cap booster charge that in addition to the boost, reduces maximum capacitor charge and gives a recharge rate bonus
and one that does the opposite of giving you a maximum cap bonus, while reducing rechrage rate.
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Agorander
Gallente Agent-Orange Coalition of Free Stars
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Posted - 2009.07.11 20:26:00 -
[8]
Originally by: Julia Venatrix
Off hand, I think this may cause a bit of a conniption, as it would require a special new piece of code unlike all other ammunition. Instead of just decrementing the source ammo pile by 1, these toys would require the creation of a new item in the cargo hold (a spent charge) as well.
Think about the lag when you pull loot from a wreck into your hold. You'd get that lag from finishing a booster cycle as well. Ewwww.
If the server lag thing were to be the issue stopping this, make the module require a "empty cap charges pile" which can start numbered from 0 and can be counted up. Sure, a usage will be both counting down and up, but I do not think server lag should be the stopper here.
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Agorander
Gallente Agent-Orange Coalition of Free Stars
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Posted - 2009.07.11 20:28:00 -
[9]
Originally by: Defcon Blue An interesting concept that definitely has some merit to it.
Personally I would like to see something along the lines of current t2 ammo, with having pro's and con's to their use.
Such as a Cap booster charge that in addition to the boost, reduces maximum capacitor charge and gives a recharge rate bonus
and one that does the opposite of giving you a maximum cap bonus, while reducing rechrage rate.
Sort of "scripts" for booster charges? Interesting, though a little strange at first glance...
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Mavrk
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Posted - 2009.07.11 20:47:00 -
[10]
Originally by: Agorander
Originally by: Defcon Blue stuff
Sort of "scripts" for booster charges? Interesting, though a little strange at first glance...
I think what he meant was how there are two types of t2 ammo for weapons, each with a certain bonus and a certain drawback.
As for the lag issue any one's concerned about, for the system to operate this out, script wise, would make an n linear algorithm into a 2n algorithm, which is still linear. aka, programming wont make it any slower. As for server load, it just sends one or two more arguments.
Although, I can see one little thing that may need ironing out: lets say you have a Frigate setup that uses a Small Cap Booster II. It only holds two 100 charges in the module, and lets say it can hold at max 10 in the cargo hold. That totals for 12 cap booster charges. From what I can gather, instead of the the charge being completely consumed, it returns to the cargo hold. The question is, what happens to the cap booster when you hit it, and theres no space in the cargo hold to carry it? Does it jettison out into space? does it get consumed normally? In fact, instead of giving them built in drawbacks like t2 ammo weapons, maybe have the very fact that you have to carry less be the draw back... Sadly though, I would just rather grab some t1's from the hangar and not worry about it.
BUT, if you told me that I was going to be deployed in an area for an extended period of time with no resources, you better believe I'd take a cargo bay of those over some t1's.
I'd have to say apply polish, shine, and approve.
/signed
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Herschel Yamamoto
Agent-Orange Coalition of Free Stars
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Posted - 2009.07.11 21:31:00 -
[11]
I can see some technical issues with this(cargo space issues, database handling issues, and UI concerns), but it's certainly an idea worth looking into, I think. In terms of game balance, your proposed mechanics are fine - taking 3200 cap or whatever to recharge a Booster 800 means nobody is going to do it in combat(barring some really absurd cap transfer tricks, but if that's what you want to do with cap transfers, go for it). The game effects would be nice, and I don't think it'd break anything in terms of game mechanics. Supported.
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steave435
Caldari Sniggerdly Pandemic Legion
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Posted - 2009.07.11 22:29:00 -
[12]
Quote: Although, I can see one little thing that may need ironing out: lets say you have a Frigate setup that uses a Small Cap Booster II. It only holds two 100 charges in the module, and lets say it can hold at max 10 in the cargo hold. That totals for 12 cap booster charges. From what I can gather, instead of the the charge being completely consumed, it returns to the cargo hold. The question is, what happens to the cap booster when you hit it, and theres no space in the cargo hold to carry it? Does it jettison out into space? does it get consumed normally? In fact, instead of giving them built in drawbacks like t2 ammo weapons, maybe have the very fact that you have to carry less be the draw back... Sadly though, I would just rather grab some t1's from the hangar and not worry about it.
Maybe have it deposit the empty charges into your cargo at the same time as it loads up new charges into it, or have it eject (not leaving a can though) any charges that don't fit in the cargo into space. An another option could be to create a special special cargo bay for empty cap charges, where any extra could go using the fuel bay system they're about to introduce for black ops.
Needs a bit of work, but I really like the idea.
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