
Lone Hitman
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Posted - 2010.10.10 06:59:00 -
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Edited by: Lone Hitman on 10/10/2010 07:08:52 In order to compete with a certain game involving tanks, which has an added layer of strategy regarding critical hits destroying various abilities of the tank such as: tracks affecting mobility, engine power affecting top speed, turret reducing visual range, radio affecting contact range, etc. An idea is for modules in EVE to have increasing chances of being destroyed once structure damage has been incurred, and also for specialized module-damaging lasers that pierce through shields or armor in order to target specific modules to be introduced, along with a new ship class(es) that apply bonuses to the said modules. These new weapons should have greatly reduced standard DPS and other drawbacks such as high-capacitor usage on non-specialized ships and reduced module damaging capability depending on whether the weapon fitted was designed to pierce shields or armor.
In order to compensate / balance this, there would need to be new mechanics introduced to repair modules on the field other than just Nanite Repair Paste. My suggestion would be to allow modules to automatically repair to a FUNCTIONAL state after they are destroyed within a certain amount of time, but also reduce the EFFECTIVENESS of modules that are damaged. The period for modules to become active again once destroyed would depend on a new skill, as would the reduced effectiveness of damaged modules. There would need to be a way to differentiate between the heat damage and physical damage of modules so that overheating modules isn't too badly impacted. New modules would need to be introduced that can locally or remotely repair general or specific modules fitted to a ship in order to restore their effectiveness or accelerate their recovery from a destroyed state.
Imagine the strategic possibilities if warp engines were able to be temporarily knocked out. No longer would a warp scrambler or disruptor be the only method of preventing a ship escaping, although obviously the warp core should have more hitpoints than other modules. Most other debilitating effects when various ship modules are damage or destroyed are obvious, such as reduced effectiveness of weapons (optimal, falloff, tracking, missile range & precision etc.) reductions to the effectiveness of ECM, local and remote armor repair and shield boost / transport modules, resistance mods, range of warp scrambling / disruption, targeting range / resolution if the sensor is damaged. Well, you get the idea.
As suggested in the previous paragraph; critical damage needn't be limited to modules. Oh, and did I mention capital-class piercing weapons?
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