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Jason Itiner
Defensive Parameter The Mandalorians
4
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Posted - 2013.05.09 15:31:00 -
[1] - Quote
What does the general populace think of a set of modules that converts (maybe not the right word, since I do not intend to reduce damage taken) a portion of the incoming damage to capacitor charge. There would be five main modules along with variants, all passive, with moderate CPU requirements, and the possibility of granting minor resistance bonuses to their respective damage types.
- Multispectral Energy Siphon I: converts 20% of any damage type to capacitor charge (20TF, 10MW)
- Thermal/EM/Kinetic/Explosive Energy Siphon I: converts 25% of incoming of its respective damage to capacitor charge (10TF, 10MW)
- Multispectral Energy Siphon II: converts 20% of any damage type to capacitor charge (30TF, 10MW)
- Thermal/EM/Kinetic/Explosive Energy Siphon II: converts 30% of incoming of its respective damage to capacitor charge (15TF, 10MW)
- Deadspace Energy Siphon: dropping from NPC pirate ships, converts 35% of the most resisted damage to capacitor charge (17,5TF, 10MW)
- Faction Navy Multispectral Energy Siphon: available at the faction LP-store at a high cost, converts 40% of any damage type to capacitor charge (15TF,10MW)
- Faction Navy Thermal/EM/Kinetic/ExplosiveEnergy Siphon: available at the faction LP-store at a high cost, converts 50% of its respective damage type to capacitor charge (15TF,10MW)
Each one has a maximum amount of charge it can put out, for example 10GJ (just a wild guess) for small-sized ones, with each successive size class doubling the power output and fitting requirements.
These modules could be used in solo fits to reduce dependence on the Cap Injectors or logistic ships for small/medium gang warfare, letting fighters recharge their capacitors from damage. Once again, despite the word 'convert', damage taken is not reduced.
Awaiting input, suggestions, criticism... |

monkfish2345
D'reg The Methodical Alliance
88
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Posted - 2013.05.09 15:43:00 -
[2] - Quote
I get the feeling that in small combat this would probably end up being a bit game breaking and you would end up with people stacking XL shield boosters tanking with just boost amount and forgoing resistances in place of these energy recyclers.
obviously on a larger scale there is less real use for cap in a defensive sense, because you are either buffer fit, or you will end up dying before any cap recycling would be useful to you i think.
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Jason Itiner
Defensive Parameter The Mandalorians
4
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Posted - 2013.05.09 16:42:00 -
[3] - Quote
monkfish2345 wrote:I get the feeling that in small combat this would probably end up being a bit game breaking and you would end up with people stacking XL shield boosters tanking with just boost amount and forgoing resistances in place of these energy recyclers.
obviously on a larger scale there is less real use for cap in a defensive sense, because you are either buffer fit, or you will end up dying before any cap recycling would be useful to you i think.
There wouldn't be a point in forgoing hardeners in favor of this, as the converters wouldn't necessarily provide a resist, or just a little, like maybe 5-10%. |

DitchDigger
Hibi Proletariat
20
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Posted - 2013.05.09 17:01:00 -
[4] - Quote
Would you care to suggest a physical basis for such a thing? The conservation of energy rule would seem to rule this out |

Ager Agemo
Kiith Paktu Curatores Veritatis Alliance
296
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Posted - 2013.05.09 17:06:00 -
[5] - Quote
DitchDigger wrote:Would you care to suggest a physical basis for such a thing? The conservation of energy rule would seem to rule this out
not exactly arguably the heat from the impact of a kinetic projectile, or laser could be converted to electric power via heat exchangers.
or the movement produced by the impact be transferred to a mechanical generator. lots of possibilities. |

Jason Itiner
Defensive Parameter The Mandalorians
4
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Posted - 2013.05.09 17:10:00 -
[6] - Quote
DitchDigger wrote:Would you care to suggest a physical basis for such a thing? The conservation of energy rule would seem to rule this out
Of course: EM is captured via tunable whip antennas, thermal via thermocouples between the skin and the ship's cooled interior, explosive is a slower wave so it can be converted, say, via a supermagnet-nanocoil array, and kinetic via piezoelectric crystal arrays. If the input is a laser (which deals EM/thermal), maybe a photovoltaic array, tuned by nano-assemblers. |

Domanique Altares
Rifterlings Point Blank Alliance
16
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Posted - 2013.05.09 17:13:00 -
[7] - Quote
DitchDigger wrote:Would you care to suggest a physical basis for such a thing? The conservation of energy rule would seem to rule this out
Because the devs made it, just like everything else in this game.
Conservation of energy would dictate that two T1/logi cruisers can't create more cap out of an energy transfer than they use to initiate it, but they do. |

Jason Itiner
Defensive Parameter The Mandalorians
4
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Posted - 2013.05.10 09:42:00 -
[8] - Quote
Ager Agemo wrote:DitchDigger wrote:Would you care to suggest a physical basis for such a thing? The conservation of energy rule would seem to rule this out not exactly arguably the heat from the impact of a kinetic projectile, or laser could be converted to electric power via heat exchangers. or the movement produced by the impact be transferred to a mechanical generator. lots of possibilities. if properly balanced I could see this idea mostly being used on PVE by ships that are just a bit short of capacitor to keep their active tanks running, something like from 1% up to 5% damage converted to capacitor, why such low amounts? because otherwise it becomes broken, 5% from the alpha hit of maelstrom will recover you somewhere around 700 capacitor, which its a pretty respectable amount.
That could work too, yes. Percentages can be varied, as long as the multispectral converts less than the specialized damage type converter. |

Velicitia
Nex Exercitus
1509
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Posted - 2013.05.10 09:56:00 -
[9] - Quote
could be interesting, but you have to be very careful here. They have to break something else such as cap recharge rate or capacity as a tradeoff for their ability to keep your cap going. One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia |

Jason Itiner
Defensive Parameter The Mandalorians
4
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Posted - 2013.05.11 16:13:00 -
[10] - Quote
Velicitia wrote:could be interesting, but you have to be very careful here. They have to break something else such as cap recharge rate or capacity as a tradeoff for their ability to keep your cap going.
Not necessarily: if their conversion rate is low enough, they don't have to break anything. And you're already sacrificing resists anyway to fit these... |
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Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
79
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Posted - 2013.05.11 16:35:00 -
[11] - Quote
Could be interesting if it was balanced well. Could be very hit and miss though. Lets say they were midslot modules, would you really gamble on taking enough dps for these to provide enough cap to run your mwd/lasers? Or would you stick with the cap booster. |

Jason Itiner
Defensive Parameter The Mandalorians
4
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Posted - 2013.05.11 17:12:00 -
[12] - Quote
Mr Floydy wrote:Could be interesting if it was balanced well. Could be very hit and miss though. Lets say they were midslot modules, would you really gamble on taking enough dps for these to provide enough cap to run your mwd/lasers? Or would you stick with the cap booster.
Depends. You need to know what you'd be going up against.
Let's say you're in a roaming PvP fleet with one scout, one logi, and 2-3 DPS ships, yourself included. If you went for other high-DPS targets, you could forgo resistances and buffers, fitting a large shield booster, and count on the converters pulling in enough power to keep that booster running, freeing up the logistic for assisting the others, such as the scout who's keeping points on the target. Same goes for defensive fleets, but for optimal performance, you'd want damage-specific converters, not multispectral ones. For that, you need to know the composition and armaments of the incoming fleet.
The intel and tactics needed to use these modules to their fullest could open up new gameplay paths that are already there, realistically available and desirable, but underused because game mechanics provide easier paths to victory. |
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