| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Enya Sparhawk
State Protectorate Caldari State
8
|
Posted - 2014.01.18 12:40:00 -
[1] - Quote
I was thinking something that would offer an increase in shield recharge (like 50-60%), over a set duration (10-12 sec) for a set amount of cap (50 -100)...
sort of like a Shield Recharger/ Shield Flux Coil module crossed with an Adaptive Invul Field and built upon the chassis of a shield booster...
make it one size fits all, and offer a fixed sig radius penalty like a shield extender would for its use...
Its a support module rounding out shield systems... and can be used for specialization in shield recharging...
Obviously, I don't mean shield boosters (I use small pithi's on cruiser + size ships now, the problem becomes price and availability with such a module. Secondly, I want a consistent second by second defensive system to better faciltate blob type situations; boosters have a duration period - its about patching holes inbetween shots fired, reloads, etc. Making use of every nano sec could potentially give a pilot more options in the course of a short period of time).
Any thoughts? F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Seranova Farreach
613
|
Posted - 2014.01.18 12:44:00 -
[2] - Quote
interesting consept so it could save some lowslots for more gank _______________________ http://i.imgur.com/d9Ee2ik.jpg
|

Michael Harari
Genos Occidere HYDRA RELOADED
1060
|
Posted - 2014.01.18 12:55:00 -
[3] - Quote
No, what you want is called a shield booster. |

Enya Sparhawk
State Protectorate Caldari State
8
|
Posted - 2014.01.21 00:34:00 -
[4] - Quote
Michael Harari wrote:No, what you want is called a shield booster. Unfortunately, it isn't...
You do realize that shield boosting and shield recharge are two separate mechanics right?
They just look the same because their functions overlap...
Any other thoughts? F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Michael Harari
Genos Occidere HYDRA RELOADED
1061
|
Posted - 2014.01.21 03:00:00 -
[5] - Quote
You want a module that
1) Takes cap 2) Turns it into shields
This is a shield booster.
You happen to want a bad shield booster that gives it over a cycle instead of all at once, but its still a shield booster. |

Gigan Amilupar
No Code of Conduct Fluffeh Bunneh Murder Squad
141
|
Posted - 2014.01.21 03:20:00 -
[6] - Quote
Michael Harari wrote:You want a module that
1) Takes cap 2) Turns it into shields
This is a shield booster.
You happen to want a bad shield booster that gives it over a cycle instead of all at once, but its still a shield booster.
That's only kinda-sorta what she wants. She wants a active module that increases the rate at which shields passively recharge by a fixed percentage. The problem here is that this role (exchanging cap for shields, by recharge modifier or just directly) overlaps. There is really no niche for this that cannot be filled by a shield booster. Hence I am of the opinion that we don't need this, so I vote no. |

Atuesuel
League of xX420BLAZEITSWAGGOTXx. Nulli Secunda
1
|
Posted - 2014.01.21 03:45:00 -
[7] - Quote
i got an idea, lets make shield recharging even more op |

Enya Sparhawk
State Protectorate Caldari State
8
|
Posted - 2014.01.22 00:46:00 -
[8] - Quote
Gigan Amilupar seems to get what I am saying... I understand your hesitation...
The niche is a new area of shield specialization... (I personally, am a fan of shield layering; using more than one type to fortify)
Instead of having different sized boosters to fulfil the role (lets face it, the really good ones that will accomplish the similar role are overpriced and usually unavailable; also what works on one size ship will not work as effectively on the next size up), why not just one module; which would add a consistency throughtout the various sizes of ship. You have a readily available module, easy to build, easy to access, available to all...
I'm not looking to make shield recharging more op, just more controlled by the player (it is his/her ship after all)...
We're also not looking to make indestructible ships.... I think you would need a shield recharge rate in the upper hundreds (I guess 5 or 6; maybe more) for that...
I doubt this could ever be a stand alone module... but very effective depending on the various combinations you can create with it...
Diversity and easy adapability is the name of the game... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Sigras
Conglomo
660
|
Posted - 2014.01.22 03:49:00 -
[9] - Quote
This is actually an interesting idea . . . The main difference between this and a shield booster is that this module would benefit from fitting shield extenders and core defense field extenders where shield boosters dont.
Im not sure I love the idea because 95% of the time a shield booster is going to be better, but it certainly is interesting and different. |

Unsuccessful At Everything
The Troll Bridge
9404
|
Posted - 2014.01.22 05:56:00 -
[10] - Quote
Can I have a passive armor rep module too?
How about a cap free armor repper that uses cap boosters instead of cap, and maybe the ability to fit as many as I want?
Since the cessation of their usefulness is imminent, may I appropriate your belongings? |

Aglais
Deep Core Mining Inc. Caldari State
461
|
Posted - 2014.01.22 06:25:00 -
[11] - Quote
Michael Harari wrote:No, what you want is called a shield booster.
Shield boosters function in bursts. I think what this module does is greatly increase shield recharge rate, without being a 'burst' style module.
Could be interesting. Necessary though, I'm not sure about that. |

Sobaan Tali
Caldari Quick Reaction Force
259
|
Posted - 2014.01.22 08:31:00 -
[12] - Quote
Unsuccessful At Everything wrote:Can I have a passive armor rep module too?
How about a cap free armor repper that uses cap boosters instead of cap, and maybe the ability to fit as many as I want?
I'm actually a bit more interested in this idea of a module that adds passive regen to armor. That said, and I'm certainly no pro when it comes to far-reaching gameplay balance like shields vs. armor (I'm actually terrible at it to be completely honest), I wonder if that would narrow the difference between the two a little too much.
|

Joan Greywind
No Swag Initiative
306
|
Posted - 2014.01.22 08:39:00 -
[13] - Quote
The only niche this could fill is lvl4 mission carebears that find it too hard to pulse their shield boosters, because we all know that lvl 4 missions are stimulating enough as is. |

Altrue
Exploration Frontier inc Brave Collective
890
|
Posted - 2014.01.22 08:55:00 -
[14] - Quote
Unsuccessful At Everything wrote:Can I have a passive armor rep module too?
How about a cap free armor repper that uses cap boosters instead of cap, and maybe the ability to fit as many as I want?
Come on! I fly both shield and armor and asymetric gameplay is fun! Signature Tanking - Best Tanking. |

Samillian
Angry Mustellid
413
|
Posted - 2014.01.22 08:59:00 -
[15] - Quote
Not supported.
I see no real or compelling reason for this. NBSI shall be the whole of the Law |

Enya Sparhawk
State Protectorate Caldari State
8
|
Posted - 2014.01.25 12:14:00 -
[16] - Quote
Hey alright, now we're getting a discussion going...
I will be the first to admit that it may not be a perfect idea. With that being said, I have no compelling reason to offer for its existence or necessity...
I was just spitballing an idea and hopefully using the forum fan base as a source of insight into its potential development/creation.
I'm not trying to sell anything here, just looking for input... (I'm definitely not trying to replace shield boosters)
The impression I'm getting is that: a) it doesn't offer anything for armor repping, so people don't care or are against this idea because it doesn't offer them anything. b) Shield boosters are still better for every situation. (Who am I to argue) c) Carebears are useless, and such an item would only be useful to them. (I can neither confirm or deny this assumption; they may not fully participate in the sandbox, but they do pay for suscriptions)
Personally, I think there could be some real intrinsic value to its existence... a better combination of shield modules choices and an integration of mostly unused 'shield recharge' modules into standard gameplay/tactics...
Keep in mind, the more ideas the people of this forum lay out in the open, the better chance we will have of mirroring those ideas into something conceiveable for armor defense systems creating a more balance gameplay environment.... (armor doesn't passive regen - though here's an interesting idea to run with. Incorporate an evolution of a 'Stochastic cooling' principal into some sort of an energized armor mod; esentially converting a percentage of the 'energy' from a form of damage, base damage/pre-resist modified, taken into a pool that slowly 'regens' the armor consistently over a period of time while the mod is active and if the pool has substance. No damage, no regen. Sort of like a credit card that offers 1% cashback with every purchase, if that makes any sense...)
As for passive armor rep modules, one can always dream... (Though, If you can come up with a workable practical idea, I'll create/write the story for its existence)
Hmmm, lets keep the thoughts going shall we? F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |