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Luthair StoneDog
Gallente The Scope
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Posted - 2010.09.22 00:21:00 -
[1]
Can we please have passive armour regeneration on all ships? The topic has been raised a few times in the past, I know, but I think it's important.
Ships should have a network of nano assemblers that just repair armour over time, exactly like the fact that every ship's standard shield generators slowly recharge their shields. This feature would make a real difference to players reliant on armour. I'm not asking for additional modules like the shield power relay (I'm Gallente, I don't have slots to spare anyway...), but I can't be the only armour tanker who feels like it isn't a level playing field.
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END3R 101
Amarr Literacy.
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Posted - 2010.09.22 00:26:00 -
[2]
I absolutely agree. Passive shield recharge has been around longer than I have, but armour tanking never shared this feature and there's no good reason why not. It would be a nice modification, and only minor in the grand scheme, if massively belated.
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darius mclever
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Posted - 2010.09.22 00:26:00 -
[3]
shield ships have recharge, armor ships have higher base resists.
diversity is nice for the game, so if you want the shield recharge, fly shield tanking ships. some gallente ships can even field a pretty nice shield tank.
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New Davrin
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Posted - 2010.09.22 00:48:00 -
[4]
I feel like the only really solid advantage armour tankers have over shield tankers is that we can deploy tackle and web in our med slots without sacrificing something from our tank. (Though if we want to use a damage mod or two, we obviously do.)
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Luthair StoneDog
Gallente The Scope
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Posted - 2010.09.22 00:50:00 -
[5]
Oops, posted with my alt.
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Grarr Dexx
Amarr GK inc. Pandemic Legion
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Posted - 2010.09.22 00:56:00 -
[6]
Armor is armor, shield is shield. If you wanna have the benefits of one, then take that one.
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Thesis Wo
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Posted - 2010.09.22 06:14:00 -
[7]
I would personally prefer new rigs - one which drastically decreases shield (at ex. 2x) but increases armor by awesome amount (smth like 30-40%) and the second is vice versa. Or maybe the rig which will trade shield capacity for armor resists? Thus armor tankers can have their main buffer of greater size (or greater strength) at the cost of buffer they don't actually need. And the explanation is pretty simple - rigs redirect part of shield generator's power to enhance armor.
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Deviana Sevidon
Gallente Panta-Rhei Butterfly Effect Alliance
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Posted - 2010.09.22 06:24:00 -
[8]
Not much we can do, any proposal to balance shield tank would instantly being thrown down by a very vocal group of people that enjoy passive shield as overpowered as it is.
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
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Thesis Wo
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Posted - 2010.09.22 06:41:00 -
[9]
But if we won't try to do smth we'll definitely won't get anything.
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cheese monkey
Vicarious.
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Posted - 2010.09.22 06:43:00 -
[10]
Originally by: Deviana Sevidon Not much we can do, any proposal to balance shield tank would instantly being thrown down by a very vocal group of people that enjoy passive shield as overpowered as it is.
agreed that passive tanks are overpowered, but this is not the answer.
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IcanhasyouStuff
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Posted - 2010.09.22 08:52:00 -
[11]
Originally by: Thesis Wo But if we won't try to do smth we'll definitely won't get anything.
Shield and armor tanks are already pretty well balanced.
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Nuts Nougat
Perkone
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Posted - 2010.09.22 09:22:00 -
[12]
ATM, armor is already better than shield, mainly due to the fact that there is no slave equivalent for shield. Which I can completely understand. A "slaved" drake would be hilarious for example. This however scales really badly on caps and especially supercaps. Wyvern/Hel are a joke compared to Aeon/Nyx.
So no, armor does not need more advantages.
---
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Isidore Tailleur
Sniggerdly Pandemic Legion
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Posted - 2010.09.22 14:59:00 -
[13]
This would not be balance.
But there could be nanotechnology that self-repair the armour very very slowly. Like 20%/hour or somesuch. Which would elevate some of the need to always carry armour rep drones or dock up rep on long solo roams with armour tanked ships...
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Robert Caldera
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Posted - 2010.09.22 15:13:00 -
[14]
if you like passive regenertion, tank your shield on shield. If your ship cant, skill one which can.
what would be the difference between armor and shield besides of the bar position then? Stop wanting all being the same, sucker!
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Bayram Blacklion
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Posted - 2010.09.22 15:34:00 -
[15]
well i fly both types of ships shield and armor tanker ,and tbh its good the way it is, both have their strengh and weaknesses.
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Ogogov
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Posted - 2010.09.22 19:04:00 -
[16]
This is a horrible idea. I would like to see armor tanks slightly improved in general (especially in the active tanking dept.) mostly because as it currently stands, Gallente ships in particular are broken due to their gimped agility and mass.
But passive armor regeneration? Active armor regeneration is bad enough to explain. I'd rather see armor ships supporting minimal 'regeneration' abilities on the field in favor of heavier buffers/resists. That would differentiate them more from shield setups IMO.
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New Davrin
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Posted - 2010.09.22 21:15:00 -
[17]
Actually some of you have misunderstood. I never said I wanted passive armour regeneration to allow armour tankers to build a drake style passive tank.
What I said was that I wanted armour to regenerate slowly over time. If I didn't explain that fully, then the implication was that over the course of say, a half hour, your ship would self repair.
This would allow people to take plated ships out on longer runs without having to rely on gang mates with repair drones, or a place to stop and repair their ship.
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Ruhige Schmerz
Valhalla Naval Corp IMPERIAL LEGI0N
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Posted - 2010.09.22 22:05:00 -
[18]
Originally by: cheese monkey
Originally by: Deviana Sevidon Not much we can do, any proposal to balance shield tank would instantly being thrown down by a very vocal group of people that enjoy passive shield as overpowered as it is.
agreed that passive tanks are overpowered, but this is not the answer.
This is why uber passive tanks dominate in pvp.
Wait, what?
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Nikgah Plz
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Posted - 2010.09.22 23:19:00 -
[19]
Originally by: New Davrin Actually some of you have misunderstood. I never said I wanted passive armour regeneration to allow armour tankers to build a drake style passive tank.
What I said was that I wanted armour to regenerate slowly over time. If I didn't explain that fully, then the implication was that over the course of say, a half hour, your ship would self repair.
This would allow people to take plated ships out on longer runs without having to rely on gang mates with repair drones, or a place to stop and repair their ship.
While I agree with this so soloing is more available to the pilot...the other way to go about this is making armor resists higher.
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mchief117
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Posted - 2010.09.23 00:12:00 -
[20]
I dont see why a base repair rate to armor and hull could not be added, it could never be nearly as good as shields but also enough that after 5-10 minutes dependent on class of ship they could heal up. i mean most ships have crew/drones that keep the insides working , why not fix that gaping hole in the wall while there at it
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Viribus
Dreddit Test Alliance Please Ignore
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Posted - 2010.09.23 01:59:00 -
[21]
Originally by: Ruhige Schmerz
Originally by: cheese monkey
Originally by: Deviana Sevidon Not much we can do, any proposal to balance shield tank would instantly being thrown down by a very vocal group of people that enjoy passive shield as overpowered as it is.
agreed that passive tanks are overpowered, but this is not the answer.
This is why uber passive tanks dominate in pvp.
Wait, what?
He means buffer. Passive as in "doesn't require player interaction", as opposed to active. It could be passive as in having the biggest buffer possible, or passive as in relying on the recharge of your shields to regenerate damage taken.
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Luthair StoneDog
Gallente The Scope
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Posted - 2010.09.23 02:40:00 -
[22]
I really am not proposing this as an armour tank answer to passive shield tanks.
I don't imagine the regeneration of armour from such a feature making a great deal of difference in a fight(Of course, in very close fights where a small number of HP can decide the outcome it could...) But as I said before, passive regeneration of armour would allow us amour tankers more independence on long trips through hostile territory. Been in a fight? Safe spot until your armour repairs itself. I've been on long trips looking for PvP and spent millions on repairs along the way.
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Viribus
Dreddit Test Alliance Please Ignore
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Posted - 2010.09.23 02:41:00 -
[23]
Originally by: Luthair StoneDog I really am not proposing this as an armour tank answer to passive shield tanks.
I don't imagine the regeneration of armour from such a feature making a great deal of difference in a fight(Of course, in very close fights where a small number of HP can decide the outcome it could...) But as I said before, passive regeneration of armour would allow us amour tankers more independence on long trips through hostile territory. Been in a fight? Safe spot until your armour repairs itself. I've been on long trips looking for PvP and spent millions on repairs along the way.
You should take a look at my thread in this forum and give me your feedback.
I think rechargeable cap boosters is the way to go.
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Camdelma
Gallente THE DISC
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Posted - 2010.09.23 08:45:00 -
[24]
I used to think the currently unused regenerative plating module should do something like what you're suggesting, bringing it more online with what it's name suggests. Now though, I think they would be better modified into something more like a shield boost amp, improving active tanking.
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Luthair StoneDog
Gallente The Scope
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Posted - 2010.09.23 22:19:00 -
[25]
I just don't think we should need a module for this. It should be an inherent characteristic of our ships.
Roleplay-wise... it's the combination of the ship's nano technology, crew and drones making repairs. Gameplay-wise it's the gradual repair of a ship's hull and armour over the course of a period of time.
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TharOkha
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Posted - 2010.09.24 09:56:00 -
[26]
What about new module. "shield destabilizer" something like capacitor neutralizer but this module should do -20% recharge rate of targetted ship..
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Reicine Ceer
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Posted - 2010.09.24 13:30:00 -
[27]
There seems to be an awful lot of people in this thread that played WoW too long and are freaking out over the lack of a completely balanced and level playing field.
This is contrary to what EVE Online is all about (imo).
What this seems to boil down to is that people have forgotten; ARMOUR has higher resists and does not gimp pvp, but to be properly effective, generally buffer-tanked, whereas SHIELD has lower resists, WILL recharge slowly over time and to be properly effective, generally active tanked and DOES gimp your pvp.
Its a tradeoff that requires more thought than cookie-cutter ships. Having played SW:G (both before and during SOE's horrific attack on the game mechanics), i can say without a hint of hesitation that creating a flat, level playing field does and will make the game boring and break it.
Armour is effectively large plates slapped onto a ship to take the punishment thrown at it; shields are a somewhat ethereal component that absorbs damage in an ablative sense and slowly recharges to eke back what has been depleted.
Hell, why not just remove shields from all armour-tanking ships altogether? Because thats the SOE route... "Grammatically, the word 'nothing' is a noun, which suggests that it refers to something." - Wikipedia |

Luthair StoneDog
Gallente The Scope
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Posted - 2010.09.24 17:11:00 -
[28]
Originally by: Reicine Ceer There seems to be an awful lot of people in this thread that played WoW too long and are freaking out over the lack of a completely balanced and level playing field.
This is contrary to what EVE Online is all about (imo).
What this seems to boil down to is that people have forgotten; ARMOUR has higher resists and does not gimp pvp, but to be properly effective, generally buffer-tanked, whereas SHIELD has lower resists, WILL recharge slowly over time and to be properly effective, generally active tanked and DOES gimp your pvp.
Its a tradeoff that requires more thought than cookie-cutter ships. Having played SW:G (both before and during SOE's horrific attack on the game mechanics), i can say without a hint of hesitation that creating a flat, level playing field does and will make the game boring and break it.
Armour is effectively large plates slapped onto a ship to take the punishment thrown at it; shields are a somewhat ethereal component that absorbs damage in an ablative sense and slowly recharges to eke back what has been depleted.
Hell, why not just remove shields from all armour-tanking ships altogether? Because thats the SOE route...
Be nice if anybody actually read what was suggested. The idea was to allow ships to regenerate their armour after a fight. There wouldn't be any real impact on the ship's ability to tank in combat, as the regeneration would be too slow. There wouldn't be any modules or skills to boost it... it would be a feature designed to allow armour tankers some independence from station repairs/stations for refitting low slots to allow repairs/some form of remote repping.. all of which are currently required to get even a successful plated buffer tank armour fit ready to fight again.
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Reicine Ceer
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Posted - 2010.09.24 21:14:00 -
[29]
Originally by: Luthair StoneDog
Be nice if anybody actually read what was suggested. The idea was to allow ships to regenerate their armour after a fight. There wouldn't be any real impact on the ship's ability to tank in combat, as the regeneration would be too slow. There wouldn't be any modules or skills to boost it... it would be a feature designed to allow armour tankers some independence from station repairs/stations for refitting low slots to allow repairs/some form of remote repping.. all of which are currently required to get even a successful plated buffer tank armour fit ready to fight again.
Indeed i did read what you wrote. Please re-read my reply as an appropriate response.
Also, what hp/sec are you considering? Anything above 5 would give armour tankers ANOTHER advantage over shield tanking ships, and anything from 5 or below makes it effectively useless as the time taken to 'heal' a buffer armour tanking ship would be... months! "Grammatically, the word 'nothing' is a noun, which suggests that it refers to something." - Wikipedia |

Luthair StoneDog
Gallente The Scope
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Posted - 2010.09.24 21:53:00 -
[30]
Originally by: Reicine Ceer
Originally by: Luthair StoneDog
Be nice if anybody actually read what was suggested. The idea was to allow ships to regenerate their armour after a fight. There wouldn't be any real impact on the ship's ability to tank in combat, as the regeneration would be too slow. There wouldn't be any modules or skills to boost it... it would be a feature designed to allow armour tankers some independence from station repairs/stations for refitting low slots to allow repairs/some form of remote repping.. all of which are currently required to get even a successful plated buffer tank armour fit ready to fight again.
Indeed i did read what you wrote. Please re-read my reply as an appropriate response.
Also, what hp/sec are you considering? Anything above 5 would give armour tankers ANOTHER advantage over shield tanking ships, and anything from 5 or below makes it effectively useless as the time taken to 'heal' a buffer armour tanking ship would be... months!
Well no, your response was based on your mistaken assumption that I was trying to get an armour version of passive shield tanking.
But it's fairly easy to dismiss your "Anything above 5 would give armour tankers ANOTHER advantage over shield tanking ships, and anything from 5 or below makes it effectively useless" point as nonsense. You've put an arbitrary tipping point in there. At 5 HP per second, it would take a little more than half an hour to regenerate 10000 hp.
I actually wouldn't mind if there was a game mechanic where your armour wouldn't regenerate at all if it was taking damage. Maybe there could be a timed recovery where your ship would start self repairing if you received no armour damage for 5 minutes.
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