
Marcus Walkuris
Pro Synergy Frozen Shipyards
3
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Posted - 2013.04.10 18:40:00 -
[1] - Quote
I don't know if this idea is out there already. But concerning missiles I feel like in both PvP and PvE the delayed damage application could be offset by slower or higher "damage per volley" while not suggesting messing with "dps". This can be further tweaked in combination with increasing missile flight speed, while still having non teleporting missiles through for example changing some bonuses from missile flight speed to longer flight time. Why?? Because if you have a mixed weapons fleet you may only get that first volley to land while focussing fire, but because your first shot counted more you have better odds at your second volley working fine on the next target instead of crawling towards a fiery explosion In a PvE situation the same concept applies in the sense that most missile boats lack "dps" vs gun boats although "dps" wont change missile users will be closer to gun boats in the "one shot one kill" category gaining viability in group situations. Still won't be "close" since missiles don't get the "free kill" mechanic of smaller ships using MWD to barrel straight at a gunship like suicidal slobber monkeys..
Greetz, Marcus.
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Marcus Walkuris
Pro Synergy Frozen Shipyards
9
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Posted - 2013.04.17 20:09:00 -
[2] - Quote
My suggestion. To be honest, I have been thinking of this for a while and it would add a lot of flavor to EvE, I've seen others talk of it so I decided to give my own idea. Some radical concepts for weapons overall.
How about we make all weapon systems have delayed damage application although different for all??
What flavor would this add? Well each form of damage application could work differently. Like below.
Lasers move at the speed of light so they would be instant damage application BUT at the end of the turret cycles. The delayed damage actually literally makes for a "track" and then "Fire" turret cycle. Firing cycles would probably be helped by making them a bit longer if needed for visual reasons and for the sake of delaying damage application. How cool would it be if pulse lasers were actually pulses, or beam lasers actually beams. A rapid pulse of zapps or the slow bzzzt and schorchy sound of beam lasers like more aggressive mining lasers with a distinguishable scorch sound at the end of its cycle. Damage could also simply be calculated as it currently is, but be dealt over time with the corresponding animation. In any case the goal is to actually diminish Alpha damage potential the higher the range gets, through the fact that long range weapons have slower weapon cycles and fire at or near the end of them. And at the same time create more comparative alpha for close ranged weapons because their weapon cycles are shorter.
Every gun type could work differently. For example; projectiles having the most bullet travel time of the guns could fire earlier in a cycle to compensate. All at the digression of CCP. Me personally I would love to see artillery fire as an actual barrage of thunderous fire BOOM BOOM BOOM, or for something coming close for auto-cannons and the sound of machinery adding a new clip with each volley and of casings being disposed mechanically during firing. This might create for some odd sight if bullet velocity is low but the concept is not for any gunnery system to be that slow with application and can be fixed with a flak like effect on very big misses. (note that visually speaking a miss looks the same as a hit as is).
Hybrid weapons would come second after lasers in trajectory speed, behaving similarly to lasers except firing earlier due to also having bullet flight time albeit less then projectile weapons. So there you have the sequence of "track" "fire" and a projectile flight time of perhaps a second or less, with or without the possible "Flak" explosion for realism.
In any case this is what would change for as far as can be overseen.
Alpha damage. Alpha damage is reduced and as it is Alpha only detracts from the game, I tend to agree with one of my EvE friends that alpha should not be the hallmark of long ranged weapons in any case. For lasers damage could be dealt incrementally starting with low damage and the final pulse doing the most damage. However all weapon systems now share a trait of increased risk of overkill and a higher requirement for fleet coordination which should add to gameplay. Close ranged weapons will have higher alpha through firing earlier in turret cycles and could use slower firing rates imho (more alpha).
Fleet battles. Fleet battles will have increased reaction built in although damage taken should stay the same, coordination will become more necessary and rewarding. Missile ships will no longer be the odd one out by massive margins. Retaining instant volley damage while applying damage slower and making it super obvious what you'll be shooting.
Small gangs and solo pvp/PvE. Shouldn't change much. |