| Pages: 1 2 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Catherine Laartii
Knights of Xibalba
126
|
Posted - 2014.04.07 23:15:00 -
[1] - Quote
Alright here's the basics of this post idea:
-EM, Therm, Kinetic, Exp all would have small secondary effects whose effectiveness and frequency occur on a very small percentage of hits, say 1-3% for standard t1 with more on t2 and faction. This would function as a 'critical' hit, and there would certain in-game things like implants that would increase it, as well as pirate faction weapons doing more.
-These would stack proportionately to negate the issue with giant numbers of people doing continuous crit damage, so each additional player doing damage would have a 5-10% decreased effectiveness of critical hits to compensate.
-Each race would have a small resistance to its enemy's crit type in the same way t1 armor resist profiles are set up.
-The chance one damage type has to deal crit over the other is split proportionately to the damage type of the ammunition. Hybrid weapons that deal equal parts kinetic and therm would have equal chances for kinetic or thermal critical hits occuring, and half that of what a missile would do. Odd-numbered damage amounts with projectiles or lasers to an extent, would follow the same formula.
-EM has a chance to temporarily knock down your sensor strength a tiny bit, with the base sensor strength itself and targeting range and lock speed for a few seconds. This would apply well with what EMP does in real life, and would add an interesting little gameplay flavor for ships that use it without causing major disruptions in combat.
-Thermal would apply a small amount of heat damage to a random module on the enemy's ship, detailing a successful 'hit' on a weapon or upgrade module that heats up or partially melts a component.
-Kinetic would have the chance to deal extra overall damage for a well-placed strike on a relatively more vulnerable part of the ship. This would follow with hitting a part of the shield field strength that has fluctuated at that particular time and place to be less strong, a kink in the armor, etc.
-Explosive would have the chance to deal additional hull damage through armor and shielding for a well-placed explosion compromising hull integrity. The extra damage would be proportional to the initial alpha strike, and fall in line with major sci-fi lore in spaceship combat, where even when shields were up, the people on the bridge would still be rocked around violently with a console blowing up in flames or something. Can't tell me that doesn't cause some kind of structural damage...
These crit chances would have a very low probability to compensate for being attacked by larger numbers, but specific things like faction weapons, faction ammo, and new implants and skills would be able to increase that slightly. I think this would add more flavor to pvp and help faction weapons out a bit, and add some more fun variables in combat in this game, considering how stale the actual combat mechanics in this game are in relation to things like 'manual' piloting and other factors that go into pvp.
EDIT: The EFFECTIVENESS of each critical hit does NOT increase with the amount of typed damage being done. A battleship will still do the same amount of secondary effects as a frigate. You can't have someone hit with a thermal crit and burn out all the other guy's modules, or an explosive arty crit alpha'ing right through to the hull. |

Swiftstrike1
Swiftstrike Incorporated
560
|
Posted - 2014.04.07 23:23:00 -
[2] - Quote
Critical hit! Fleet Bookmarks New Gravimetric Sites Med Clones 2.0 |

Catherine Laartii
Knights of Xibalba
126
|
Posted - 2014.04.07 23:25:00 -
[3] - Quote
That is so minmatar I don't even |

Alundil
Sky Fighters Sky Syndicate
461
|
Posted - 2014.04.07 23:30:00 -
[4] - Quote
Only if these critical hits you speak of have giant flashy damage numbers popping up above the ship and some swoon like graphic for a critical critical hit. Something awesome that might make a Naglfar go horizontal.... Eh?eh?....
Clone mechanics enchancements Deep Space Probe Revival |

Catherine Laartii
Knights of Xibalba
126
|
Posted - 2014.04.07 23:35:00 -
[5] - Quote
Alundil wrote:Only if these critical hits you speak of have giant flashy damage numbers popping up above the ship and some swoon like graphic for a critical critical hit. Something awesome that might make a Naglfar go horizontal.... Eh?eh?....
Ideally a crit hit WOULD have a highly visible graphic when it applies. EM gets a big lightning arc thing, thermal puts a gout of fire or visibily heats up on a random part of the ship for a second or two, kinetic makes the ship that get this piercing mechanic of a shot going through the ship or something (kin crit would only do damage to whatever HP type is being attacked) and explosive would have a big explosion that physically rattles the ship, both viewing it and a severe camera shake for the player who gets hit. |

Nariya Kentaya
Phoenix funds
1178
|
Posted - 2014.04.08 00:19:00 -
[6] - Quote
Catherine Laartii wrote:Alright here's the basics of this post idea:
-EM, Therm, Kinetic, Exp all would have small secondary effects whose effectiveness and frequency occur on a very small percentage of hits, say 1-3% for standard t1 with more on t2 and faction. This would function as a 'critical' hit, and there would certain in-game things like implants that would increase it, as well as pirate faction weapons doing more.
-These would stack proportionately to negate the issue with giant numbers of people doing continuous crit damage, so each additional player doing damage would have a 5-10% decreased effectiveness of critical hits to compensate.
-Each race would have a small resistance to its enemy's crit type in the same way t1 armor resist profiles are set up.
-The chance one damage type has to deal crit over the other is split proportionately to the damage type of the ammunition. Hybrid weapons that deal equal parts kinetic and therm would have equal chances for kinetic or thermal critical hits occuring, and half that of what a missile would do. Odd-numbered damage amounts with projectiles or lasers to an extent, would follow the same formula.
-EM has a chance to temporarily knock down your sensor strength a tiny bit, with the base sensor strength itself and targeting range and lock speed for a few seconds. This would apply well with what EMP does in real life, and would add an interesting little gameplay flavor for ships that use it without causing major disruptions in combat.
-Thermal would apply a small amount of heat damage to a random module on the enemy's ship, detailing a successful 'hit' on a weapon or upgrade module that heats up or partially melts a component.
-Kinetic would have the chance to deal extra overall damage for a well-placed strike on a relatively more vulnerable part of the ship. This would follow with hitting a part of the shield field strength that has fluctuated at that particular time and place to be less strong, a kink in the armor, etc.
-Explosive would have the chance to deal additional hull damage through armor and shielding for a well-placed explosion compromising hull integrity. The extra damage would be proportional to the initial alpha strike, and fall in line with major sci-fi lore in spaceship combat, where even when shields were up, the people on the bridge would still be rocked around violently with a console blowing up in flames or something. Can't tell me that doesn't cause some kind of structural damage...
These crit chances would have a very low probability to compensate for being attacked by larger numbers, but specific things like faction weapons, faction ammo, and new implants and skills would be able to increase that slightly. I think this would add more flavor to pvp and help faction weapons out a bit, and add some more fun variables in combat in this game, considering how stale the actual combat mechanics in this game are in relation to things like 'manual' piloting and other factors that go into pvp.
EDIT: The EFFECTIVENESS of each critical hit does NOT increase with the amount of typed damage being done. A battleship will still do the same amount of secondary effects as a frigate. You can't have someone hit with a thermal crit and burn out all the other guy's modules, or an explosive arty crit alpha'ing right through to the hull. Except the only one worth using then is EM, as the ability to force the enemy to completely relock you is far more effective than the meager extra DPS you could get from the other effects, which only becomes exponentially more powerful against larger and larger ships. |

Catherine Laartii
Knights of Xibalba
128
|
Posted - 2014.04.08 00:24:00 -
[7] - Quote
Nariya Kentaya wrote: Except the only one worth using then is EM, as the ability to force the enemy to completely relock you is far more effective than the meager extra DPS you could get from the other effects, which only becomes exponentially more powerful against larger and larger ships.
It does not function as ECM, and as I clearly stated, the EFFECTIVENESS of critical chance does not increase with the size or power of the weapons employed against it. At most it functions as a random sensor damp, and if you had bothered to read the article, I also clearly stated that the effectiveness of critical hits decrease with the number of ships firing against it. That coupled with the extremely low percentage of possible hits landing the problem that you are attempting to outline has absolutely no chance of occurring.
|

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
152
|
Posted - 2014.04.08 02:03:00 -
[8] - Quote
I do agree that EM crits are out of line with the other 3 types, but I do like your overall idea about adding another dimension.
Refinement: EM critical hits cause damage to any module from power fluctuations. Critical EM hits can be correlated to a lightning strike on a vehicle damaging electronic systems, this type of damage forces the crew to make replacements.
Off-lining a module of any type would be more in keeping with the realistic nature of repairs (the is offline for repairs) but I think that this would be too powerful as well.
What about Amarr? Is there any negative effect for them for being limited by damage type so much?
What is the threshold of damage % for a crit? Meaning do they only have a chance of occurring at a 100% of maximum hit, because I see that being a problem in the future when BS weapons can only crit slow BS targets because anything smaller doesn't take full damage to allow a crit chance.
Also, what are you thoughts on missiles giving an increased chance (very small) because they're guided? So if a T1 turret has a 1-3% chance to hit for a crit, then a T1 launcher has 3-5% chance because of guidance systems? Or, missiles have a 1-4% chance but BCS's add .5%? Either way of doing it missiles would still have damage over time, but would be compensated slightly for flight time by a slightly larger chance to deal a crit. |

Catherine Laartii
Knights of Xibalba
131
|
Posted - 2014.04.08 02:09:00 -
[9] - Quote
scorchlikeshiswhiskey wrote:I do agree that EM crits are out of line with the other 3 types, but I do like your overall idea about adding another dimension.
Refinement: EM critical hits cause damage to any module from power fluctuations. Critical EM hits can be correlated to a lightning strike on a vehicle damaging electronic systems, this type of damage forces the crew to make replacements.
Off-lining a module of any type would be more in keeping with the realistic nature of repairs (the is offline for repairs) but I think that this would be too powerful as well.
What about Amarr? Is there any negative effect for them for being limited by damage type so much?
What is the threshold of damage % for a crit? Meaning do they only have a chance of occurring at a 100% of maximum hit, because I see that being a problem in the future when BS weapons can only crit slow BS targets because anything smaller doesn't take full damage to allow a crit chance.
Also, what are you thoughts on missiles giving an increased chance (very small) because they're guided? So if a T1 turret has a 1-3% chance to hit for a crit, then a T1 launcher has 3-5% chance because of guidance systems? Or, missiles have a 1-4% chance but BCS's add .5%? Either way of doing it missiles would still have damage over time, but would be compensated slightly for flight time by a slightly larger chance to deal a crit.
I like the idea you had about missiles, but the one you have about EM is already what thermal does. Perhaps a hit to capacitor would work better?
Also, the amount of damage you do will not have anything to do with the chance to crit; it would be based off of a formula that combines how well damage gets applied to the target in relation to a static base percentage based off of the crit chance of the ammunition and weapon being used. I.e. if what you're shooting at has zero transversal to you and is within your optimal, you have a higher chance to crit than if you're kiting within your falloff. This helps amarr because they'll do more crit damage on average since they have such good optimal range. This mechanic will ALSO apply to all drones, since the crit chance factor is based off of the individual weapon, not the whole ship. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
152
|
Posted - 2014.04.08 05:21:00 -
[10] - Quote
What if EM disrupted 1 cycle of a module? i.e. 1 cycle of a gun, 1 cycle on a booster, or 1 cycle of a passive module that does nothing. The latter would help to offset the potential imbalance when you allow EM damage to have a chance to disrupt a crucial rep cycle but not the other types. Sometimes it would, and sometimes it would only effect a passive module thus helping to balance while still allowing for that crucial cycle to be missed just like thermal could potentially overheat that particular repper as well.
I definitely see what you mean about missiles always applying their damage, but I think that if missiles had the same crit chance as turrets they would see even less favorable because of the delay in damage. If missiles had enough of a higher chance to offset their flight time, but not enough to do more than even the scales, I think that would actually provide the best damage. Just like missiles will "always" apply damage, they will always have a better chance for a crit, and you will always have to wait for the missile to hit as well. Proper balancing would be key to this working. |

Arun Tadaruwa
State War Academy Caldari State
4
|
Posted - 2014.04.08 06:08:00 -
[11] - Quote
+1
After all, the crit should never be ignored! |

Lugia3
Emerald Inc. Easily Excited
929
|
Posted - 2014.04.08 06:30:00 -
[12] - Quote
Pretty sure I saw a red object fly off to the right.
Delicious. "CCP Dolan is full of ****." - CCP Bettik |

Catherine Laartii
Knights of Xibalba
131
|
Posted - 2014.04.08 06:49:00 -
[13] - Quote
scorchlikeshiswhiskey wrote:What if EM disrupted 1 cycle of a module? i.e. 1 cycle of a gun, 1 cycle on a booster, or 1 cycle of a passive module that does nothing. The latter would help to offset the potential imbalance when you allow EM damage to have a chance to disrupt a crucial rep cycle but not the other types. Sometimes it would, and sometimes it would only effect a passive module thus helping to balance while still allowing for that crucial cycle to be missed just like thermal could potentially overheat that particular repper as well.
I definitely see what you mean about missiles always applying their damage, but I think that if missiles had the same crit chance as turrets they would see even less favorable because of the delay in damage. If missiles had enough of a higher chance to offset their flight time, but not enough to do more than even the scales, I think that would actually provide the best damage. Just like missiles will "always" apply damage, they will always have a better chance for a crit, and you will always have to wait for the missile to hit as well. Proper balancing would be key to this working.
oooo that sounds good actually; I like that a lot. And when you put it like that, it makes a bit more sense with missiles. +1 |

Corraidhin Farsaidh
Hello-There
347
|
Posted - 2014.04.08 09:01:00 -
[14] - Quote
I would prefer that penetrating and smashing hits apply a small portion of damage directly to random modules and not just to armour. This would gradually degrade a vessels combat effectiveness over the duration of a fight unless someone remote hull reps you or you have hull rep yourself. |

Catherine Laartii
Knights of Xibalba
133
|
Posted - 2014.04.08 09:10:00 -
[15] - Quote
Corraidhin Farsaidh wrote:I would prefer that penetrating and smashing hits apply a small portion of damage directly to random modules and not just to armour. This would gradually degrade a vessels combat effectiveness over the duration of a fight unless someone remote hull reps you or you have hull rep yourself.
You make a very good point. How about Thermal doing damage to high slot modules, EM to mid slot modules, explosive to low slot modules, and Kinetic to random? |

Egravant Alduin
Sebiestor Tribe Minmatar Republic
115
|
Posted - 2014.04.08 12:22:00 -
[16] - Quote
I liked your idea and I want really to see something like your suggestion.
My objection is this
EM criticals should cause a lightning effect and should harm the electronics or capacitor in some way.
Thermal or explosive criticals should have a secondary effect like extra fire damage that will continue to burn for some secs according to critical (Maybe thermal damage does that and explosive damage makes more damage since I don't know exactly how thermal or explosive damage works in eve)
Kinetic criticals have an effect that would push the ship and lose targeting instantly or something like that.
Also would be cool a graphics effect with these criticals.Lighting some fire etc and different color of text damage.
|

Corraidhin Farsaidh
Hello-There
347
|
Posted - 2014.04.08 12:27:00 -
[17] - Quote
Catherine Laartii wrote:Corraidhin Farsaidh wrote:I would prefer that penetrating and smashing hits apply a small portion of damage directly to random modules and not just to armour. This would gradually degrade a vessels combat effectiveness over the duration of a fight unless someone remote hull reps you or you have hull rep yourself. You make a very good point. How about Thermal doing damage to high slot modules, EM to mid slot modules, explosive to low slot modules, and Kinetic to random?
I was thinking more like penetrating hits damage high/mid and smashing hits damage hull. Or simply randomize the damage with smashing doing more than penetrating hits |

Spurty
V0LTA Triumvirate.
1315
|
Posted - 2014.04.08 12:39:00 -
[18] - Quote
Although this isn't the right place for the "idea" I'm glad you posted it here :-)
There exists a glitch in the current animations.
The last gun firing tends to display a miss even though it hits
When you (CCP) get around to fixing that, would be nice to see a difference between glances and good hits and smashes! *signature is not allowed on the EVE Online forums* |

Jenn aSide
STK Scientific Initiative Mercenaries
5766
|
Posted - 2014.04.08 12:44:00 -
[19] - Quote
1-3% is way to much, especially given people's propensity to blob (even with the stacking penalty). Crits are cool in other games (like mechwarrior/battlech) because they are super rare. 1 out of 100 isn't rare enough imo. |

chaosgrimm
Universal Production and Networking Services
82
|
Posted - 2014.04.08 12:46:00 -
[20] - Quote
Stealth pve nerf?
I mean the crit rate is 1-3%, so low that small fights likely wouldn't be bothered by crits at all and when they are I imagine the effects would have a very low impact. In large fights, a target is likely to die before feeling the mod damage from crits. The only situations I see this having a significant effect on are pve and maybe a smarm of small ships chipping away at a big one.
With ur crits effect price having the same chance to proc across the board, its much more beneficial on weapons with a high rate of fire. |

Catherine Laartii
Knights of Xibalba
139
|
Posted - 2014.04.08 12:47:00 -
[21] - Quote
Jenn aSide wrote:1-3% is way to much, especially given people's propensity to blob (even with the stacking penalty). Crits are cool in other games (like mechwarrior/battlech) because they are super rare. 1 out of 100 isn't rare enough imo.
I suppose it could be less, sure. I made a point of fact earlier about implementing a stacking penalty so more ships wouldn't be able to apply constant or near-constant crit all the time, so someone running the numbers for me to make this feasable would be great since it's 5 in the damn morning and I've been up for 20 hours. No good math will come of that. |

Catherine Laartii
Knights of Xibalba
139
|
Posted - 2014.04.08 12:49:00 -
[22] - Quote
chaosgrimm wrote:Stealth pve nerf?
I mean the crit rate is 1-3%, so low that small fights likely wouldn't be bothered by crits at all and when they are I imagine the effects would have a very low impact. In large fights, a target is likely to die before feeling the mod damage from crits. The only situations I see this having a significant effect on are pve and maybe a smarm of small ships chipping away at a big one.
With ur crits effect price having the same chance to proc across the board, its much more beneficial on weapons with a high rate of fire.
In addition to extra damage, this would hit for extra heat damage to modules. I'm not completely married to the idea yet, so i'm willing to continue with the initial one, although it needs to have a few kinks worked out. Any ideas? |

Corraidhin Farsaidh
Hello-There
347
|
Posted - 2014.04.08 12:54:00 -
[23] - Quote
I was thinking more that penetrating and smashing hits would apply a percent of there dmg direct to one or modules (fragmentation, concussive blast, EM interference, overheating whetever...). Naturally large guns would cause more damage this way, maybe better to have smal cause damage to 1 mod, medium to two mods, large to three etc, but spread the applied damage across the mods. |

Catherine Laartii
Knights of Xibalba
139
|
Posted - 2014.04.08 12:57:00 -
[24] - Quote
Corraidhin Farsaidh wrote:I was thinking more that penetrating and smashing hits would apply a percent of there dmg direct to one or modules (fragmentation, concussive blast, EM interference, overheating whetever...). Naturally large guns would cause more damage this way, maybe better to have smal cause damage to 1 mod, medium to two mods, large to three etc, but spread the applied damage across the mods.
Keeping it simple would be best in any situation, since changing it more to a heat-damage schema was along the lines of reducing potentially catastrophic variables. That being said, I WOULD like to see unique effects for crit hits from damage types. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
152
|
Posted - 2014.04.08 17:36:00 -
[25] - Quote
Corraidhin Farsaidh wrote:I was thinking more that penetrating and smashing hits would apply a percent of there dmg direct to one or modules (fragmentation, concussive blast, EM interference, overheating whetever...). Naturally large guns would cause more damage this way, maybe better to have smal cause damage to 1 mod, medium to two mods, large to three etc, but spread the applied damage across the mods. I think the best way to incorporate this into Eve would be the original idea, with my modifications to EM and missiles. This would be a low level that could be evaluated and tweaked to achieve the desired results since I would rather see a change getting buffed instead of rolling out something broken (*ahem* rapid missiles), and then having to make promises (reload/ammo switch on rapids), before finally getting too busy and just dropping it entirely and leaving a broken mechanic. (Ammo swap with rapids). All in all I love the idea but I'm not sure it's simple enough for CCP to roll out and balance before they move on to something else. |

Corraidhin Farsaidh
Hello-There
347
|
Posted - 2014.04.08 17:45:00 -
[26] - Quote
scorchlikeshiswhiskey wrote: All in all I love the idea but I'm not sure it's simple enough for CCP to roll out and balance before they move on to something else.
That's why I thought to simply apply a % of damage for pen and smash hits directly to modules (just use the existing module damage code for that, model it internally as heat buildup). Minimal changes required then I think as the shot is already registered as pen or smash, so apply the % damage as heat damage to the random lucky module(s). |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
153
|
Posted - 2014.04.08 18:07:00 -
[27] - Quote
Corraidhin Farsaidh wrote:scorchlikeshiswhiskey wrote: All in all I love the idea but I'm not sure it's simple enough for CCP to roll out and balance before they move on to something else.
That's why I thought to simply apply a % of damage for pen and smash hits directly to modules (just use the existing module damage code for that, model it internally as heat buildup). Minimal changes required then I think as the shot is already registered as pen or smash, so apply the % damage as heat damage to the random lucky module(s). Wouldn't that limit the majority of crit chances to shooting optimal targets? (i.e. Medium weapon shooting a medium ship not moving to quickly or closely) Also, unless I'm mistaken missiles don't have pen/smash hits, so you would either leave them out or have to add special code for missiles. However, if I'm wrong and missiles do have pen/smash hits, what will their odds look like when shooting down a size compared to turrets? |

Agondray
Dark Forge Enterprise Ninja Unicorns with Huge Horns
90
|
Posted - 2014.04.08 18:31:00 -
[28] - Quote
What is this? Wow? You want to introduce dice rolls basicly, why not just give a flat bonus to do said capabilities than. "Sarcasm is the Recourse of a weak mine" -Dr. Smith |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
154
|
Posted - 2014.04.08 18:33:00 -
[29] - Quote
Agondray wrote:What is this? Wow? You want to introduce dice rolls basicly, why not just give a flat bonus to do said capabilities than. Critical hits from turrets are already a dice roll, so it's nothing new. This would add another dimension to crits instead of only higher damage. |

Desivo Delta Visseroff
Cataclysmic Paradox
203
|
Posted - 2014.04.08 19:41:00 -
[30] - Quote
Posting in a "Burn ALL the hamsters" Thread. |
| |
|
| Pages: 1 2 :: [one page] |