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Siigari Kitawa
Gallente Senex Legio Get Off My Lawn
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Posted - 2011.05.18 00:57:00 -
[1]
Back when CCP brought us rigs, I thought that they would be a way to increase the performance of individual modules. Such as applying a rig to a module and boosting its performance. Sadly it was not this way. Instead we were given a way to boost a ship or module's performance across a broad spectrum.
I took a walk today to relax. On my walk I thought about how cool it would be to overclock modules. Say for example you want to get a little bit more punch out of that blaster, or maybe you want to upgrade the shield boost amount on your shield booster. With module overclocking you can do that.
Imagine if we were able to have a new skillset that involved training a skill to become proficient at enhancing modules and ships. When you go to overclock the module you are presented with a list of sliders. For each level of skill you train you unlock more sliders which can adjust more facets of a module and you also get to make finer adjustments rather than coarse adjustments. So for example with level 1 Magnetic Field Modification you would be able to make minor tweaks to things which involve magnetic fields. Things such as railguns, blasters, kinetic defenses, various forms of speed modules and some other armor enhancements. Perhaps with level 1 trained you could adjust the overall power of the magnetic field, and maybe adjust the slider in ticks of 10. With each level you would unlock more adjustment modifiers and additional levels of fineness. So at level 5 you could adjust it down to 1 tick per and you could adjust the B-Field, magnetic vector, divergence, electron flow (for charged magnetic fields) and a myriad of other options. A harmony of adjustments would bring forth both multiple benefits and potentially some harm to your module. So let's say you adjusted the electron flow and divergence to a railgun. You will have a stronger and tighter magnetic field but it will heat up much quicker, therefore offlining much faster during periods of overheat. It will bring an additional damage modifier of 0.042x and have an enhanced rate of fire by 0.010x. It will gain 0.1 HP heat damage per tick of overheat time, lowering the potential overheat time by 10 seconds overall. Anyway, you get the idea.
A new station service called "Tech Lab" would be created, where overclocking would be done. In the tech lab you are able to add a module and install a job. To create a job you select a module (and quantity) to overclock or modify, then adjust the sliders to the desired parameters. A window would then pop up stating how long the modifications would take, how much of what toolkits or modification kits you will need to perform the modifications and the chance of success. Different success rates would appear based on your skill level (better estimates appear as you train the skill, and also depend on the quality of the tech lab crew) and you can place in additional "backup" modules to continue with the modification were one to break during modification. This would be a timely and costly method of getting more out of your ship and modules.
If you are to modify a ship, it permanently voids insurance and the ability to insure your ship.
Anything can be modified. From ships to drones to ammunition. You name it. The time cost should be high to ensure that these things must be thought out ahead of time. But once you have a fully overclocked and modified setup your ship would be able to stand out among other ships.
Anyway just some starting ideas.
work in progress, will post more later.
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Reicine Ceer
Rodents of Unusual Size
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Posted - 2011.05.18 01:14:00 -
[2]
Cool!
I love how much you've thought on this, it pleases me to see intelligent suggestions :D
I love complexity and fine-tuning, and in EVE it would be such an obvious route for how you could further customise your ships to fit your playstyle.
Only thing i'd say tho is that with each and every minor modification must come rigorous testing to ensure no game-breaking elements creep into the live server, where a particular setup and modification could maybe be ridiculously overpowered, and become "the" setup, negating any reason to modify a ship in any other way. The sheer amount of things you want to modify would mean testing this could take an incredibly long time, and may end up being so balanced that it would make very little difference in the end.
But! If they got it dead right, this could be absolutely brilliant. --
You're a stark example of just what is wrong with the youth of today. I wish your parents had the presence of mind to have you recycled into a nutrient soup with which to feed the elderly. |
Siigari Kitawa
Gallente Senex Legio Get Off My Lawn
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Posted - 2011.05.18 01:48:00 -
[3]
Reserved
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Katrina Cortez
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Posted - 2011.05.18 05:05:00 -
[4]
what you describe is basically the same as the overheat that we have now, except you have added more skills, a new interface, and more steps to set up a ship every time it gets exploded... and nerfed the insurance to boot.
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Kara Sharalien
Gallente Federal Navy Academy
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Posted - 2011.05.18 05:09:00 -
[5]
Originally by: Katrina Cortez what you describe is basically the same as the overheat that we have now, except you have added more skills, a new interface, and more steps to set up a ship every time it gets exploded... and nerfed the insurance to boot.
My thoughts exactly. Overheat is what you want!
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Siigari Kitawa
Gallente Senex Legio Get Off My Lawn
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Posted - 2011.05.18 06:23:00 -
[6]
My idea is to make a time sink profession that people can charge money for. If people want an extra 2% on their EANMs, they can have somebody who took the five or six months to train three or four skills to 5 that are needed to get the desired 2% out of that EANM. I am looking to permanently boost modules and ships in a way that it gives players an edge and makes money for others, and allows players to stand out for their unique inventions. I mean with perhaps 50 modification skills and having different modules able to take on many of those modifications players can effectively create their own unique spin on modules to do various things.
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Danika Princip
Minmatar Tactical Narcotics Team
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Posted - 2011.05.18 10:47:00 -
[7]
Originally by: Siigari Kitawa My idea is to make a time sink profession that people can charge money for. If people want an extra 2% on their EANMs, they can have somebody who took the five or six months to train three or four skills to 5 that are needed to get the desired 2% out of that EANM. I am looking to permanently boost modules and ships in a way that it gives players an edge and makes money for others, and allows players to stand out for their unique inventions. I mean with perhaps 50 modification skills and having different modules able to take on many of those modifications players can effectively create their own unique spin on modules to do various things.
So what you want is enchantment, just like the kind they have in WOW?
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Sealiah
Minmatar Coffee Lovers Brewing Club ROMANIAN-LEGION
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Posted - 2011.05.18 11:21:00 -
[8]
When I started reading, I was under the impression you mean the overheating we have now.
But this could be a nice , valid profession for eve, another industrial branch like making t3s, invention, etc. It could be nice, although adding 2% to an eanm is a bit too much. Good idea in general, +1
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Siigari Kitawa
Gallente Senex Legio Get Off My Lawn
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Posted - 2011.05.19 03:28:00 -
[9]
Originally by: Danika Princip So what you want is enchantment, just like the kind they have in WOW?
Not even close. I want something that goes above and beyond any current MMO system. Think back to Morrowind, where you could make potions that did anything you wanted. You just had to gather the ingredients that did things and then using a variety of factors it would pop out a potion or something that would affect based on what the items did. It was very classy for a crafting system and incredibly diverse. You could make LOTS of things, between useless and overpowered. I want something similar to that.
If you spend enough time overclocking you should reap the rewards. But because overclocking one module may take four days you have to be careful about how you do it or you could wind up breaking the module. Officers get their own "modified" versions of modules -- I want to modify my modules, too.
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Amaroq Dricaldari
Amarr Vengeance Industrial Militia
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Posted - 2011.05.19 03:46:00 -
[10]
Originally by: Danika Princip So what you want is enchantment, just like the kind they have in WOW?
No. That is what WOW is for.
Originally by: Siigari Kitawa Not even close. I want something that goes above and beyond any current MMO system. Think back to Morrowind, where you could make potions that did anything you wanted. You just had to gather the ingredients that did things and then using a variety of factors it would pop out a potion or something that would affect based on what the items did. It was very classy for a crafting system and incredibly diverse. You could make LOTS of things, between useless and overpowered. I want something similar to that.
If you spend enough time overclocking you should reap the rewards. But because overclocking one module may take four days you have to be careful about how you do it or you could wind up breaking the module. Officers get their own "modified" versions of modules -- I want to modify my modules, too.
Each improvement might have a slight penalty as well. for exampple, it slightly penalizes one attribute of the weapon and makes it moderately more vulnerable to overheating in exhange for a moderate improvement of a certain attribute, or doesn't penalize an attribute but still makes it slightly more vulnerable to overheating in exchange for a slight bonus. Since I rarely decide to overheat my modules, I am not really worried. ________________________________________________
[i]I swear, on most forums these days, the people who have been on for long periods of times are usually idiots, except for most moderators and admi |
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Siigari Kitawa
Gallente Senex Legio Get Off My Lawn
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Posted - 2011.05.19 04:02:00 -
[11]
Originally by: Amaroq Dricaldari Each improvement might have a slight penalty as well. for exampple, it slightly penalizes one attribute of the weapon and makes it moderately more vulnerable to overheating in exhange for a moderate improvement of a certain attribute, or doesn't penalize an attribute but still makes it slightly more vulnerable to overheating in exchange for a slight bonus. Since I rarely decide to overheat my modules, I am not really worried.
Exactly. You echo my thoughts from the OP:
Originally by: Siigari Kitawa So let's say you adjusted the electron flow and divergence to a railgun. You will have a stronger and tighter magnetic field but it will heat up much quicker, therefore offlining much faster during periods of overheat. It will bring an additional damage modifier of 0.042x and have an enhanced rate of fire by 0.010x. It will gain 0.1 HP heat damage per tick of overheat time, lowering the potential overheat time by 10 seconds overall. Anyway, you get the idea.
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Zan Shiro
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Posted - 2011.05.19 04:12:00 -
[12]
technical limitation...eve is a sql database with a game on top of it.
Not getting randomly generated entries in it, you get waht ccp gives you. CCP is also not going to add thousands of entries for this. 1 item with this would be 4 entries at least. the stock one...and +3 "enchantments" would be 3 new ones at least. So you'd have:
EANM EANM +1 EANM +2 EANM +3
Guns be more fun 200 AC 200 AC +rof + .25,.50.75 (3 entries alone) 200 AC +overheat .25,.50,.65 (3 entries alone)
t1...named t1....t2.....officer....faction....ds. Lots of combos out there, get creative with them.
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Comy 1
Ore Mongers
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Posted - 2011.05.19 04:15:00 -
[13]
Why stop at making a module more vulnurable to heat damage. An overclocked module could have it's powergrid and/or cpu requirement increased (or decreased by lowering the performance).
This would allow you to really tweak your ship to use it to it's fullest. I mean, don't you hate it when you want to use Mega Pulse Lasers in some weird kind of fit, but you barely run out of cpu? If you go down to dual heavies you suddenly end up having a crapheap of spare instead. Sure you could run mixed weapons, but this sounds way cooler.
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Viktor Resnov
Vorkuta Inc
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Posted - 2011.05.19 04:41:00 -
[14]
Reserved.
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Naynomi
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Posted - 2011.05.19 04:41:00 -
[15]
Reserved.
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Gabriel Kaile
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Posted - 2011.05.19 04:42:00 -
[16]
Reserved.
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Siigari Kitawa
Gallente Senex Legio Get Off My Lawn
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Posted - 2011.05.19 04:55:00 -
[17]
Originally by: Comy 1 Why stop at making a module more vulnurable to heat damage. An overclocked module could have it's powergrid and/or cpu requirement increased (or decreased by lowering the performance).
This would allow you to really tweak your ship to use it to it's fullest. I mean, don't you hate it when you want to use Mega Pulse Lasers in some weird kind of fit, but you barely run out of cpu? If you go down to dual heavies you suddenly end up having a crapheap of spare instead. Sure you could run mixed weapons, but this sounds way cooler.
Yeah, this was something I was seriously excited about. What if you could underclock say a shield booster so you could be cap stable? You could have its cycle time reduced a small amount and in exchange you could conserve capacitor! We are victims of overtank in this game when it comes to things such as mission running, but when it comes to PVP we want the most out of our ships.
I imagine this would make tweaking and customizing missioning ships a hobby, and PVP ships would become almost like pop idols if they've got some ridiculously amazing fit. Imagine if you could increase the mass added by rolled tungsten plates and lower the grid amount? You could squeeze all kinds of neat things onto your ship with an extra couple grid, I am sure.
The possibilities are virtually endless. You could tweak a ship's warp core to provide a massive boost of capacitor regeneration but at the cost of modules using up more capacitor. I can think of a few ways this could become RIDICULOUSLY useful. Or how about if you could gain a bit of acceleration out of your ship (faster warp times whee?) There are all sorts of adjustments and tunings you could do on your ship alone -- it would just be so much fun.
As to the "eve is a database," I am certain that you can apply individually assigned variables to items. As a matter of fact you can, because you can apply damage to a module. So I know this is possible.
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Asuka Smith
Gallente The 8th Order
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Posted - 2011.05.19 06:05:00 -
[18]
Edited by: Asuka Smith on 19/05/2011 06:09:14 I think this could be sort of cool, but if it winds up like Overheating and Rigs it'll just be another lame mandatory skill/isk pre-req before a new player can PVP like the pros.
"Customization" typically means looking at 100 cool looking options, and then ignoring all of them except the ones that boost tank + gank power. The difficulty in balancing something like this is that either it will become mandatory due to it's effectiveness or it will be ignored due to it's ineffectiveness. I don't want another ineffective worthless mechanic in EVE that is half-baked and no one uses. On the other hand, I also don't want to create another rig/overheat scenario where both of those have become completely mandatory.
Overheating was supposed to give you something else to manage in combat besides pressing F1 and orbiting, but really you just hit overheat -> F1 and then orbit, so really it added absolutely nothing besides another headache to be just as good as we always were comparatively. Rigs too, they have a "customization" factor but honestly no one uses anything but trimarks and extenders because that's just how it works, nothing else is valuable in comparison.
I'm worried that a system like you are describing is going to have a slider that basically boils down to "do more damage if you push this slider to the right". Who isn't going to put that slider all the way to the right and now we're all just as good as we ever were in comparison to one another, but with a lot of added headache.
And if there isn't any meaningful sliders then who the hell cares and why waste time developing the system.
EDIT: As I think about this even more, OMG this is a terrible idea. Look at what is being posted in this thread "and what if you could make it do a bit more damage and it would take a bit more PG". Yeah, why wouldn't you do that? Why wouldn't EVERYONE do that?
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Siigari Kitawa
Gallente Senex Legio Get Off My Lawn
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Posted - 2011.05.19 06:20:00 -
[19]
Originally by: Asuka Smith EDIT: As I think about this even more, OMG this is a terrible idea. Look at what is being posted in this thread "and what if you could make it do a bit more damage and it would take a bit more PG". Yeah, why wouldn't you do that? Why wouldn't EVERYONE do that?
Because it breaks fits. Many ships are designed with only so much grid which is supposed to handle a certain number of modules. My Dominixes are usually grid tight, so are my Megathrons, Armageddons, Brutixes, Thoraxes, etc.
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Siigari Kitawa
Gallente Senex Legio Get Off My Lawn
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Posted - 2011.05.21 05:47:00 -
[20]
Bump
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Siigari Kitawa
Gallente Senex Legio Get Off My Lawn
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Posted - 2011.06.01 09:53:00 -
[21]
Bump!
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Goremageddon Box
Minmatar Guerrilla Flotilla
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Posted - 2011.06.01 10:53:00 -
[22]
Ooh.... the things CCP *COULD* do to EvE.....
-sigh- _______________________ Hottest Character Ever. |
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