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Marlona Sky
D00M. Triumvirate.
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Posted - 2010.03.04 22:55:00 -
[1]
What is everyones thoughts about a high slot module that can emit heat damage?
For example:
I am in my Sin (I picked black ops because I thought maybe it would be a sweet ship class that would use this.), and for my 'Heat Emitter' I drop in a mid slot script. Now it will pick a random module on the enemy ships mid slot area to start to cause it to heat up. As if it were overloaded you know.
The heat spreads the same just like normally. Once it is fully damage it burns out like normally and then it moves to another module. Now granted maybe there would be some skills involved that determined how much heat your emitter can produce. Maybe even a chance of some light heat on your side? I don't know.
Just a light idea that can be tossed around to further refine it.
Thoughts/comments/rage/flames/ham sammiches??
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
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Posted - 2010.03.04 22:57:00 -
[2]
I like it. I would even say you get to pick what rack it goes after.
This is sort of a step toward disabling components of your enemy's ship (which CCP has stated they find an interesting concept). _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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darius mclever
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Posted - 2010.03.04 23:02:00 -
[3]
Edited by: darius mclever on 04/03/2010 23:04:47 how do you prevent lets say 8 ships overheat the whole tanking rack of your opponent?
and where is the counter module for this?
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d3vo
Isotope Laboratories
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Posted - 2010.03.04 23:05:00 -
[4]
...and the counter module would be a "heat sink" module.
Having this "heat sink" module should also assist in spreading heat when overloading.
ch33rs |
darius mclever
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Posted - 2010.03.04 23:08:00 -
[5]
Originally by: d3vo ...and the counter module would be a "heat sink" module.
Having this "heat sink" module should also assist in spreading heat when overloading.
will the module be low slot? mid slot? highslot? or one for each slot? or a rig?
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d3vo
Isotope Laboratories
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Posted - 2010.03.04 23:12:00 -
[6]
Edited by: d3vo on 04/03/2010 23:14:01
Originally by: darius mclever
Originally by: d3vo ...and the counter module would be a "heat sink" module.
Having this "heat sink" module should also assist in spreading heat when overloading.
will the module be low slot? mid slot? highslot? or one for each slot? or a rig?
Rig sounds good. The rig can be dynamic. It absorbs a certain percentage of the incoming heat for a certain period of time until it has absorbed all the heat it can, therefore cannot protect against incoming heat until it cools down.
Or it can be a high slot module with scripts to specify which slot level.
What of nanite repair paste and trying to rep your modules while be heated?
ch33rs |
Sig Sour
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Posted - 2010.03.05 00:13:00 -
[7]
If this were tied to specific ships, those ships would have super caps running like little girls.
I was really tempted to say "Oh heat damage, so thermal. Maybe put these on a turret platform. The heat can be delivered through condensed light waves. You could even give the option to fire them in short pulses or one powerful beam. Since it is such high energy maybe it could have some electro-magnetic damage mixed in?". But I think the idea of incapping modules would be fun.
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Xonus Calimar
Terra Incognita Systematic-Chaos
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Posted - 2010.03.05 00:25:00 -
[8]
Originally by: d3vo What of nanite repair paste and trying to rep your modules while be heated?
This might be an issue. Not to mention that the average new player who knows nothing about overheating, nanite repair, or even mod damage would have absolutely no defense against this. Even if they knew about it, and you could repair while being attacked by this "heat emitter", you would have to have repair paste with you and the (in game) skill to use it.
Interesting idea, and not to complicated (since it uses existing mechanics, and therefore code), but the balance would have to be worked on a little. ______________________________
Originally by: CCP Shadow Your image has emerged from its chrysalis, reborn in its new link form.
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KaiserSoze434
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Posted - 2010.03.05 02:53:00 -
[9]
This would be difficult to balance. A "overheat ray" module designed to effect large modules would pretty much instantly render any frigate or cruiser totally inoperable. You would have to make heat dissipate over time instead of just breaking a module, because you'd have douchebags sitting at gates in lowsec tanking gate guns burning ships out as they went through. A simple counter module wouldn't be enough for this, you'd also have to add some serious drawbacks. I'm thinking serious reduction of shield resists (to allow the beam through) and/or a serious sig radius increase. "Aghast the devil stood and felt how awful goodness is." |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2010.03.05 03:45:00 -
[10]
Originally by: darius mclever Edited by: darius mclever on 04/03/2010 23:04:47 how do you prevent lets say 8 ships overheat the whole tanking rack of your opponent?
and where is the counter module for this?
you have 8 ships shooting at you, I think you might have bigger problems
and I would think there would be some sort of scaling by size. it should take a pretty significant amount of battleships to do damage to a cap that the cap is in serious trouble.
and/or cap ship mods should have far more hp (or just take less damage), and cap ships should dissipate ambient heat faster. if say you are running your reps and getting hit by 10 heat rays some heat and then damage would start to build up. but if your reps are inactive heat should very slowly build up and probably not go over a certain amount.
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darius mclever
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Posted - 2010.03.05 04:05:00 -
[11]
Originally by: Chainsaw Plankton
Originally by: darius mclever Edited by: darius mclever on 04/03/2010 23:04:47 how do you prevent lets say 8 ships overheat the whole tanking rack of your opponent?
and where is the counter module for this?
you have 8 ships shooting at you, I think you might have bigger problems
and I would think there would be some sort of scaling by size. it should take a pretty significant amount of battleships to do damage to a cap that the cap is in serious trouble.
and/or cap ship mods should have far more hp (or just take less damage), and cap ships should dissipate ambient heat faster. if say you are running your reps and getting hit by 10 heat rays some heat and then damage would start to build up. but if your reps are inactive heat should very slowly build up and probably not go over a certain amount.
8 frigates swarming a BS with those heat thingies.
which brings us to new question: fitting requirements?
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Marlona Sky
D00M. Triumvirate.
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Posted - 2010.03.05 06:44:00 -
[12]
Well I was thinking the bigger the ship, the longer it takes to cause heat damage. Super caps should be immune, like they are with electronic warfare.
Counter module, I don't know. Heat sinks sure but fitting a heat sink in each rack to be a standard fit from then on would suck pretty much.
Counter - kill the ship doing it to you? Thermodynamics should help lower the amount of heat coming in like it does now.
I think such a weapon should only go on a special ship class say like Black Ops Batteship.
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Sphit Ker
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Posted - 2010.03.05 07:28:00 -
[13]
Sounds like subsystem targeting to me, at least a variation on theme thereof.
The following statement is not my signature. The preceding statement is my signature. |
Tom Hanks
The Inf1dels
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Posted - 2010.03.05 08:03:00 -
[14]
This is silly. A laser is a heat weapon, so why dont lasers already overheat and disable/destroy modules?
If anything there should simply be a randomized chance that a weapon or module will take some damage from incoming hits once you have reached low shields or low armor. So if someone gets a wrecking shot that happens to hit your megapulse laser battery then one of your guns gets disabled and must be repaired with nano bots or something.
But the idea of a special overheat weapon is silly...its called a megapulse laser and it will over heat you!!!
You could make a skill for increasing the chance to hit a module and a skill for nanite repair paste rep speed or something. This might be a cool thing to implement...but for running missions where you have to run long active tanks, you may want to disable NPCs from being able to do it.
Caldari Racial Purity
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Marlona Sky
D00M. Triumvirate.
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Posted - 2010.03.05 09:44:00 -
[15]
Originally by: Tom Hanks This is silly. A laser is a heat weapon, so why dont lasers already overheat and disable/destroy modules?
Because this is a different type of weapon.
Originally by: Tom Hanks the idea of a special overheat weapon is silly...its called a megapulse laser and it will over heat you!!!
This is only in old Soviet Russia
Originally by: Tom Hanks This might be a cool thing to implement...but for running missions where you have to run long active tanks, you may want to disable NPCs from being able to do it.
This is for PvP only.
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GIGAR
Caldari Domini Umbrus
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Posted - 2010.03.05 09:47:00 -
[16]
Originally by: darius mclever Edited by: darius mclever on 04/03/2010 23:04:47 how do you prevent lets say 8 ships overheat the whole tanking rack of your opponent?
and where is the counter module for this?
How to you prevent getting primaried by 8 ships? I like this idea, it could be really interesting, as long as things like frigs can't obliterate large battleships guns instantly. (eg. sizes, small = frig, med = cruisers, large = BS) The range could be the same of neuts, perhaps? --------------------------
Originally by: Akita T Actually, GIGAR is right.
Wtf?
Originally by: Akita T Well, at least sort of. A little bit. Conceptually speaking.
That's more like it. |
Hirana Yoshida
Behavioral Affront
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Posted - 2010.03.05 10:19:00 -
[17]
Good idea, except for the mid-slot requirement. Would handicap Amarr and shield-tankers unnecessarily and it is in essence a weapon (similar to neutralisers) so it belongs in a high-slot.
Two things that needs to be sorted: - Scaling: Don't want frigates burning out everything on a BS or a BS insta-frying entire frigate racks. - Cost: Needs to be a cap intensive module (again similar to neuts) since it is having a huge effect on the opponent.
Counter modules are not needed if you build it into the module itself, like a 50% speed decrease on activation or something along those lines. Limiting its range or to specific hulls would work as well .. perhaps even as a role bonus for the AFs (would eliminate need for scaling as well)
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Marlona Sky
D00M. Triumvirate.
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Posted - 2010.03.05 11:42:00 -
[18]
updated op
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