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Valterra Craven
164
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Posted - 2014.04.01 15:11:00 -
[1] - Quote
I've read over a lot of the rebalance threads as of a late, and after seeing what Rise intends to do with some of the ships, I think a big opportunity is being missed here to give Eve some added depth and flavor.
One of the bonus that really struck me as GÇ£pirateyGÇ¥ was giving the Blood Raider ships the ability to use GÇ£old school nosGÇ¥ rules. This is a great theme to give to the rest of the ships. In other words, pirates donGÇÖt follow laws or rules, they fly their own flag and as such adapt things to their own whims. I think the key here is to give the rest of the pirate ships that same GÇ£flairGÇ¥.
For example, there has been a lot of debate over the Serpentis web bonus being extremely powerful (with a fair bit of argument stating that the bonus is completely overpowered). My solution would be to change the web bonus to a role bonus and then change it to make Serpentis webs disable all propulsion modules on other ships. The goal of this would be to limit the complaints of how stacking works and how many webs other ships would need in order to compete with the Serpentis webs. While this would be an effective nerf to their capabilities, meaning that ships like the Vindicator are no longer the GÇ£soloGÇ¥ hunters they once were, it would put them in a better position to fly with other ships that web their targets for further speed reductions. It also means that instead of the Serpentis ships putting all their webs on one target, they can use ewar on multiple ships at the same time since using more than one on of the new bonuses on a single target would have no further affect.
I think that this could be adapted to other pirate factions as well:
-SOE: Given their lore and background, a good fit for them would be Area of Effect healing. I say this because I thought it odd that smartbombs donGÇÖt really have any symbiosis with a system that is its direct opposite. Short of adding AOE heals to the game through modules, CCP could use SOE as a very interesting test case that turn regular smart bombs into GÇ£healing bombsGÇ¥. Each bomb would have half the heals of their counterpoint outgoing repairing modules (they would heal armor of course), but have the same range as smartbombs (maybe with slight bonuses to get them to 20k). This would make them powerful and worth the cost of acquiring, without totally breaking the GÇ£metaGÇ¥ of the game by introducing AOE healing mods. This meshes well with their theme because it allows them to heal while under fire and GÇ£shieldGÇ¥ victims.
-Guristas: I have to say I agree with Rise that Guristas are a pretty tough faction to square away. The challenge with them is not to over shadow other drone boat roles while still giving them the power they need to compete with the other factions. So given that Guristas are known as the cunning ones, an idea for them would be to have each missile strike add a cumulative few second target painting affect. This fits for several reasons, it helps both their missiles and drones hit targets better, it goes along with the caldair Ewar theme, and helps it not need painters/omniGÇÖs in the mids allowing them to be used for tank or something else.
-Sansha: Are another difficult faction since zombie like themes are harder to adapt to spaceship combat. I have a couple of ideas for them. Since mind control is a big part of their background I would make their role bonus affect warp scramblers, but instead of stopping them jamming warp drives it would set the targets movement to a straight line at the target shipGÇÖs base speed. This would still allow the target the ability to fight back, but also allow Sansha ships to control the engagement. A second idea would be to have them turn Energy Neutralizers into modules that disable modules that use batteries. Since the ship would still be able to use all other mods and have capacitor regeneration, they would still have an ability to fight, though with heavily neutered defenses due to the overwhelming mind controlling abilities of the Sansha.
Now keep in mind I'm saying that my ideas are "balanced". What I am saying is that I wish we would see some more of this type of creativity in balancing things. My goal is to out side of the box thinking to solve problems and give factions "power" without adding DPS or making the OP. Again, just something to think about. |

Daichi Yamato
Xero Security and Technologies
1245
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Posted - 2014.04.01 15:41:00 -
[2] - Quote
i like the thinking, and the desire to give pirates unique abilities, but unique abilities can be difficult to counter (cause no one else can reproduce the effects) and/or can be a nightmare to balance.
the guristas painter missiles seem cool. hopefully the effect would be weaker than a traditional painter and wont stack with other painter missiles or painters themselves.
the healer smart bombs of SOE would be like having a spider tank that is so hard to break, and target switching would not help. so i think thats too powerful.
sansha that make u travel in one direction. cant warp, cant do anything about transversal, or range control. it would be so overpowered in duels.
but the idea of giving pirates something unique is a cool one EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Joe Boirele
Lords 0f Justice Lords Of Stars
17
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Posted - 2014.04.01 16:23:00 -
[3] - Quote
I like the idea of making pirate ships really unique. Not sure about the guristas TP missile thingy, I'd rather just make EWAR missiles a thing and give guristas a bonus to them. Enemies are just friends who stab you in the front.
Might makes right! |

Gawain Edmond
Angry Mustellid
56
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Posted - 2014.04.01 16:32:00 -
[4] - Quote
they're not really using the old nos rules though as the old nos let you gain cap even while the other person had none they're just making it so they can nos people with less cap which is nice but isn't nearly as cool and broken as the old nos rules |

Nariya Kentaya
Phoenix funds
1166
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Posted - 2014.04.01 17:57:00 -
[5] - Quote
Pirate Faction POS's should be allowed to be anchored off-grid of celestials, just anchor wherever you want them (as long as you can fly there to set it up). They also shouldnt send a notification to the SOV holder in nullsec that you set it up.
This would incentivise their use somewhere outside of wormholes
as for pirate ships, a bit more uniqueness could do, would really like to see the ships get bonuses unique to ONLY thier fation (as in, effects/modules you cant replicate with any other ship or module in the game) that fit the theme of their faction. |

elitatwo
Congregatio
203
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Posted - 2014.04.01 19:23:00 -
[6] - Quote
Hmm.. Those Guristas...
Give them the missiles of pre-winter 2006.
You can outrun them but when they hit, they really hurt  signature |

Valterra Craven
164
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Posted - 2014.04.01 23:41:00 -
[7] - Quote
elitatwo wrote:Hmm.. Those Guristas... Give them the missiles of pre-winter 2006. You can outrun them but when they hit, they really hurt 
Isn't that almost the same as giving them a flat out dps bonus? |
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