
Chiralos
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Posted - 2006.05.29 07:56:00 -
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I think an "engineer" or "mechanic" profession would add something to EVE. The currently mooted salvage ideas are good, but I think it could be better.
It needs to done in a way that doesn't force players to pay attention to it if they don't way to, but offers an advantage to individuals and corps that want to make use of it. Here's a list of ideas, in increasing order of difficulty (I'm guessing).
1) Ships in structure start taking damage to modules as well as structure points. If some proportion of hits go to modules instead of structure, this streaches combat a little. Also makes outcome of combat a bit more interesting: you could be left weaponless, or defenceless etc.
2) New "engineer" skills allow DIY repairs in station. If you have the skill, you can reduce the cost of in-station repairs. You have to supply your own materials though - mechanical and electronic parts for T1 modules, other stuff for armor and structure. Advanced skills for T2 and big ship repairs.
3) Expensive ships suffer from random module damage or failures, depending on size and technology (maybe check with every warp, or jump, or docking, or logon). T1 frigates are maintainance free. Cruisers need repairing maybe once a week, battleships a couple of times a week, cap ships (especially freighters) nearly every day. It's insane that a freighter costs the same to operate as a frigate. T2 have higher maintenance loads, and specialised parts. It should pay for a corp or alliance to keep a good engineer and parts on hand.
4) Damage control modules do (slow) module repair in space (yes, change it again). Fitting for extended combat away from a base needs to be taken into account. Spare parts are consumed from cargo hold (maybe that's too much of a nerf, maybe spares just speed up repairs).
5) Damage control or repair drones can remote-repair modules in space. Cruisers, indies and blockade runners can then be used as support ships. If you want to introduce a new "salvage" class, maybe a mini-carrier with a ship bay so that modules can be fitted, but with little armor and no fighter carrying capability.
6) Going the whole hog, add a new "core" slot type for armor, reactor, shields, cap and drive. Perhaps mounting and umounting these requires a few minutes (hours, days for big ships) and special skills. This allows ship modding that people seem to want to do, and allows the damage mechanism of (1) to be used to disable ships; and support ships can salvage ships dead in space. Core modules could have a lot of hit points, perhaps making "dead in space" the usual outcome of combat instead of total destruction. Perhaps the reactor has to be intact to initiate a self-destruct.
7) "They're dead in space, sir !". "Excellent, prepare to board". Attacker needs to stay within 1,500 m for 5 minutes (more for big ships). Compare number of marines, kamieras etc in cargo holds of ships - the one with the most wins, lots of people die. (What, you don't carry marines with you ?) Indies as troopships. Freighters full of troops for capturing an outpost.
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