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mchief117
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Posted - 2010.09.20 00:45:00 -
[1]
Ok there are a total of 6 varietyÆs of turret based weapon in the eve universe , yet all of them are simple a ôuse gun on shipö button that fire of some sort of shot and then damage is applied. With the only difference being what type of damage and how far I can hit you. Its old and could use some spicing up so to say.
Projectiles
Artillery û artillery no longer have an optimal range but have a fall off of well as far as you can see before a ship leaves grid, so at least 250 Km. as artillery are nothing but a massive slug launcher I see no reason why if I shot at a target 200K away, why if my bullet hit it i would do no damage. In response to this range increase the fall off calculation would be changed to make it so that you simply hit more often the closer you are to the target while missing 3/4 of the time at max grid range with the targets speed being taken into account, you would hit a ship sitting still a lot more than if it was moving, to compensate for this artillery may need a damage boast
Auto cannons û Auto cannons at current really donÆt seam to match there name sake, there simply a gun that fires every 10 seconds or so , so there more just a cannon. To me auto cannons are like common day assault rifles in vehicle/ship form, firing 1 or more bullets every seconds or so. That big tank thing in terminator 1 had what I consider auto cannons. As we cant simply have a actual shot every .35 seconds as both the severs and the eve community would hate me we would introduce ôconstant damageö . think of it like how we web some one when you activate your auto cannon against the target it gets a stat condition of +1 type X constant damage which will cause it to lose X hp every second with out having to call the server to do it. Using 8 auto cannons would give you a +8 constant damage doing that much more, at a graphic point a hail of bullets would bombard the target ship
Lasers
Pulse lasers- to me pulse lasers are like star wars with the firing every few seconds, . Again we would use the ôconstant damageö approach vs making every shot a single call to the server
Beam lasers- sound like they should be a constant beam vs. just a quick blast. Again we would use the ôconstant damageö approach to get this to work but other wise its ok
Hybrids
Rail gun- Rail guns in most games (not mass effect) have always had 1 thing in common, they where big heavy weapons that fired shots insanely far and at high damage , but had a long cool down. That said increase the range and power of the rail gun but make its cool down time is longer and based on the total range of the shot (controlled by ammo) a shot that fires 40K will do the same damage as a shot that fires 240K but will be able to fire a lot faster due to reduced cool down of the guns.
Blaster- as if I recall correctly the best blasters out there cant hit beyond 10K (unskilled) I donÆt see why they cant be retuned for maximum targeting, that said all blasters gain a huge boast to there ability to hit ships and it only gets bigger the closer they get, this will give blasters there edge over the other weapon systems while still confining them to the own little circle of doom. And yes this means that BS equipped with blasters will be able to target sub BS sized ships but it also means that they have to be within 10K to do it , and if a frig cant out run a BS , there doing it wrong.
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Grarr Dexx
Amarr GK inc. Pandemic Legion
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Posted - 2010.09.20 01:31:00 -
[2]
Your constant damage idea won't work, because it still has to distribute all those calls, and distribute the damage ticks, and distribute the 'stop' ticks. Even if it were to work, welcome to a whole new world of desynching.
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mchief117
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Posted - 2010.09.20 01:52:00 -
[3]
Edited by: mchief117 on 20/09/2010 01:53:14
Originally by: Grarr Dexx Your constant damage idea won't work, because it still has to distribute all those calls, and distribute the damage ticks, and distribute the 'stop' ticks. Even if it were to work, welcome to a whole new world of desynching.
the whole point of constant damage is that it doesn't need those calls , both client and server know that if the target is under the effect of say "+3 5 damage" that every second it will take 15 damage, when the ship dies or the damage stops there will be calls made but not any more than normal should so switch targets or get blown up yourself.
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Drake Draconis
Minmatar Shadow Cadre Shadow Confederation
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Posted - 2010.09.20 04:59:00 -
[4]
*Epic Facepalm*
There is utterly no such thing as constant damage in EVE Online.
I suggest you trash your proposal and take the time to study the mechanics of landing a hit. Trust me... its a hell of alot more complicated than you think it is pal.
I'll give you a hint.
Grab a bag of dice..... roll one for whether you hit or not... roll one for whether the shot actually does some damage or all damage or no damage.... roll one for resistance of damage types (one for each), roll one for tracking.... roll one for signature radius....roll one...
Get the message yet?
Welcome to EVE Online. ========================= CEO of Shadow Cadre http://www.shadowcadre.com ========================= |
mchief117
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Posted - 2010.09.20 05:37:00 -
[5]
Originally by: Drake Draconis *Epic Facepalm*
There is utterly no such thing as constant damage in EVE Online.
I suggest you trash your proposal and take the time to study the mechanics of landing a hit. Trust me... its a hell of alot more complicated than you think it is pal.
I'll give you a hint.
Grab a bag of dice..... roll one for whether you hit or not... roll one for whether the shot actually does some damage or all damage or no damage.... roll one for resistance of damage types (one for each), roll one for tracking.... roll one for signature radius....roll one...
Get the message yet?
Welcome to EVE Online.
Thinking a little to much in the box eh oh well
Have you stopped to consider that a direct Shot is not the only way damage can be dealt to a ship in game.
think about it using a warp disruptor as an example when you activate it it puts a status effect on the target that the server knows is there and so does the client, why could CCP not create a status effect that simple does X damage every second. I mean you can stack Warp scrams on a ship this would be no different.
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Astroka
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Posted - 2010.09.20 05:48:00 -
[6]
MOAR DOTS! MOAR DOTS!
====================================== "Rawr" means "I love you" in dinosaur! ====================================== |
Drake Draconis
Minmatar Shadow Cadre Shadow Confederation
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Posted - 2010.09.20 06:18:00 -
[7]
Originally by: mchief117
Thinking a little to much in the box eh oh well
Have you stopped to consider that a direct Shot is not the only way damage can be dealt to a ship in game.
think about it using a warp disruptor as an example when you activate it it puts a status effect on the target that the server knows is there and so does the client, why could CCP not create a status effect that simple does X damage every second. I mean you can stack Warp scrams on a ship this would be no different.
You call your idea thinking "outside of the box"?
Do you even understand the concept of what you speak of?
Tell you what... lets get some PVP'ers in here and some "yarr" types in here and see what they say.
and then will talk about your so called "outside of the box" concept which is in itself completely and utterly full of fail.
By the way.... EVE isn't Halo.... its 3 Dimensional Space... combat involving a massive number of variables that range from your skills to the targets skills to the modules and then the various factors of speed and everything else in there.
You continue to ignore those factors your going to get laughed out of here very quickly. ========================= CEO of Shadow Cadre http://www.shadowcadre.com ========================= |
ShahFluffers
Gallente Ice Fire Warriors
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Posted - 2010.09.20 08:37:00 -
[8]
Edited by: ShahFluffers on 20/09/2010 08:43:21
Originally by: mchief117
think about it using a warp disruptor as an example when you activate it it puts a status effect on the target that the server knows is there and so does the client, why could CCP not create a status effect that simple does X damage every second. I mean you can stack Warp scrams on a ship this would be no different.
Warp disruptors/scamblers don't work like that. They do not induce a "status" when activated... they put on "points" which can be countered via warp core stabs or inherent warp strengths (Deep Space Transports, for example, have +2 warp "strength" allowing them to warp even if 2 disruptors OR a single scram has been put on them). If an aggressor is disrupting/scramming a victim ship and is ECMed the point(s) will still stand until the module has completed its cycle. After that, the "point(s)" are lifted and the victim ship can merrily warp off.
edit: Not supported. _______________________
"Just because I seem like an idiot doesn't mean I am one." ~Unknown |
AtheistOfDoom
Amarr Invicta. Cry Havoc.
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Posted - 2010.09.21 02:50:00 -
[9]
Not supported.
You should run your ideas through FI&D forum first. Also this idea is terrible and the current system works fine imo.
Originally by: CCP Charlie
You just made me facepalm so hard...
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Otocinclus
Minmatar Project Nemesis The 0rphanage
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Posted - 2010.09.21 03:09:00 -
[10]
Current system is, has, and will continue to work fine. You don't seem to understand gun mechanics at all.
If I shot a gun at your ship, the server takes into account the dmg mod, tracking, speed of your ship, speed of their ship, ammo type, transversal, distance, resistances, and undoubtedly several other factors us players don't even know about. Constant dmg would be oversimplifying it.
You're basically saying to give artillery 250km range across the board, and that they'll always hit regardless of tracking/range mods. Have you ever pvped?
You're also saying to make ACs and lasers do full dmg for every single hit. Hell no, if every ship in the game was doing EFT numbers for DPS, your tank wouldn't matter at all, you'd just disappear.
Rails do need a boost, but not 1000 DPS at 240km boost.
And also, lol at your blaster fix, I can tell that you're obviously an experienced pvper with infinite knowledge of game mechanics.
gb2wow
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klyeme
Soft War Intrepid Crossing
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Posted - 2010.09.21 05:24:00 -
[11]
Now, I would support a change for the graphics. Auto cannons are always "firing" (only the animation changes, the server still calculates damage the same). Beam lasers would stay solid on for 1/2 the cycle time then turn off again "cooling down" (again only a graphical change). Pulse would flicker on and off for 1/2 the cycle time and would "cool down" for the other half (just a reminder, only the graphics change). Artillery, rail guns, and blaster animation graphics would remain the same (although maybe make blasters and rail guns look more cool like artillery).
Blasters too need fixing, if it was up to me, I would give them amazing tracking so they can hit stuff within their optimal (especially for frigs, or maybe when I used blasters my skills just sucked) but leave the optimal the same.
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Uriel Winston
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Posted - 2010.09.21 09:42:00 -
[12]
Originally by: mchief117 Auto cannons û Auto cannons at current really donÆt seam to match there name sake, there simply a gun that fires every 10 seconds or so
if your ACs fire every 10s, you're doing it wrong.... -------------------------------------------------------
your weapon values, are trash. no different values between small-med-large-xlarge guns. huge ranges that make no sense in this game. (blasters at 250km??? they're supposed to be "shotgun" damage guns at 0 range.)
Even if you remove "optimal" ranges and say you could therotically hit a ship at 250km away with blasters, there is no way to track it in order to actually HIT it.... (blasters need buff but this is crap)
Please stop trying to make EVEONLINE similar to other genre games. Its Unique and we like it
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mchief117
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Posted - 2010.09.23 05:02:00 -
[13]
Do any of you actualy read the idea in full or just skill and make conclustions.
Originally by: Otocinclus You're basically saying to give artillery 250km range across the board, and that they'll always hit regardless of tracking/range mods. Have you ever pvped?
Apparently not , i said that they had the potential to not that they would always hit. Oh yes here it is Originally by: mchief117 missing 3/4 of the time at max grid range with the targets speed being taken into account
Now i may have phrased that badly but this says that should you fire at a target that's 245K away three out of four times you are garentied to miss, then take speed into account reducing your odds further.
Originally by: Uriel Winston
your weapon values, are trash. no different values between small-med-large-xlarge guns. huge ranges that make no sense in this game. (blasters at 250km??? they're supposed to be "shotgun" damage guns at 0 range.)
Ok where did you find that info cause its sure not from my post, at not one point in my OP did i ever say make blasters have a 250K range i said make there tracking so good that if you managed to get into range of a enemy ship you where more than garentied to hit it , even frigs, but they should be able to outrun you. Additionally i never said anything in status to the size of the weapons just the ammo that they use. so Uriel please re frame from posting stuff like this as its showing off your IQ level
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