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Ares Austrene
Ideal Machine The Explicit Alliance
0
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Posted - 2014.11.06 18:32:55 -
[1] - Quote
I had an idea pop into my head. Currently a capacitor registers 0 to whatever your cap amount is. If someone neuts your ship out until you're at zero, you can still burn away at regular speed. This can allow you to escape if your ship is faster.
I thought that it might be cool if CCP introduced a mechanic where when you're completely neuted out, everything turns off on your ship (even your engines). This would simulate a ship actually losing all of its energy (like a low battery in a flashlight when you put a large load on it). If the neuts go away, the capacitor will still regen at its regular speed but would take a couple of seconds until it got into the positive side of cap and your engines would then turn back on.
I would implement it like this An interceptor has between 200-400 GJ of energy. The scale on my stiletto currently shows 0-253. The new range would be say, -5 to 253. If I get caught by a neuting destroyer, they'll get a couple cycles on me before I would go into the negative. Once my cap goes below 0 my ship would stop responding and drift to a speed of 0 as if I just pressed stop.
Let me know what you guys think. Is this a terrible idea? |

Ncc 1709
Fusion Enterprises Ltd Brothers of Tangra
87
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Posted - 2014.11.06 18:36:54 -
[2] - Quote
sounds good, im practise would be very bad. would become the most overpowered weapon. |

Ghaustyl Kathix
Rising Thunder
40
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Posted - 2014.11.06 18:37:26 -
[3] - Quote
Not necessary at all. This basically gives neuts the same role as stasis webs and warp scramblers at the same time. Balance-wise, that would be a nightmare. |

Ares Austrene
Ideal Machine The Explicit Alliance
0
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Posted - 2014.11.06 18:43:43 -
[4] - Quote
Ghaustyl Kathix wrote:Not necessary at all. This basically gives neuts the same role as stasis webs and warp scramblers at the same time. Balance-wise, that would be a nightmare.
Assuming you can get them down fast enough. The scram / web has an immediate effect, this would have a delayed effect that would start working towards the middle / end of a fight. |

Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
6477
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Posted - 2014.11.06 19:06:13 -
[5] - Quote
nooooooooooooooooooope how would you counter this?! currently you can build fits that will "lol neuts" and just keep tanking and shooting you in the face, they are the rock to the cap war scissors , remove that and the whole meta gets ****** , not altered ****** .
big -1 from me and i hope you get ecm'd and then hotdropped on your next roam.
"I'm also quite confident that you are laughing
and it's the kind of laugh that gives normal people shivers."
=]I[=
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James Baboli
Ferrous Infernum
226
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Posted - 2014.11.06 19:18:28 -
[6] - Quote
While an entertaining idea, I think this is silly, and should not be implemented, as it makes cap boosters mandatory on all the things that might be neuted EVAR! It also breaks the cap recharge equation to have a currently negative cap, which would then cause some issues in the code.
Making battleships worth the warp
Tech 3 battleships.
Moar battleships
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Ares Austrene
Ideal Machine The Explicit Alliance
0
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Posted - 2014.11.06 19:39:18 -
[7] - Quote
James Baboli wrote:While an entertaining idea, I think this is silly, and should not be implemented, as it makes cap boosters mandatory on all the things that might be neuted EVAR! It also breaks the cap recharge equation to have a currently negative cap, which would then cause some issues in the code.
Definitely see that point about the maths.
I'm happy to see mostly good replies, I expected more along the lines of Mr. Ralphy. |

Sgt Soulless
Republic Military School Minmatar Republic
4
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Posted - 2014.11.06 19:45:03 -
[8] - Quote
And then the Bhaalgorn took over the universe and lived happily ever after. The End. |

Hopelesshobo
Tactical Nuclear Penguin's
348
|
Posted - 2014.11.06 19:52:07 -
[9] - Quote
What would any battleship fear from a frigate then? Just fit 1 heavy or medium neut and you win.
Lowering the average to make you look better since 2012.
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Zmikund
Center for Advanced Studies Gallente Federation
33
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Posted - 2014.11.06 19:59:43 -
[10] - Quote
Hopelesshobo wrote:What would any battleship fear from a frigate then? Just fit 1 heavy or medium neut and you win.
thats kinda point, frigate is small, battleship as name says is battle meant vessel ... why should goliath fear david?
to OP: this could work only if u add opposite bonus ... if your ship isnt moving you get additional cap regen as energy u save by not using engines ... |

Nariya Kentaya
Ministry of War Amarr Empire
1625
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Posted - 2014.11.06 20:27:39 -
[11] - Quote
James Baboli wrote:While an entertaining idea, I think this is silly, and should not be implemented, as it makes cap boosters mandatory on all the things that might be neuted EVAR! It also breaks the cap recharge equation to have a currently negative cap, which would then cause some issues in the code. ad it makes things that require losing lows for more mids just to fit enough cap boosters in a rebalance pass obsolete, because amarr totally need things to be harder for them |

ShahFluffers
Ice Fire Warriors Late Night Alliance
6498
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Posted - 2014.11.06 20:38:34 -
[12] - Quote
I'm going to have to say "no" to this idea too.
Yes, it would "make sense" and add immersion... but from a balance standpoint it would not work out well.
Frigates already have a hard time against larger ships when you consider that the latter has a greater ability to fit webs, drones, and EHP for point defense (in addition to energy neutralizers).
Mind you, larger ships ALSO have a hard time due to a frigate's innate mobility, speed, and small signature... but an energy neut that can effectively "stop" a frigate (or any ship for that matter) in one or two cycles gives TOO MUCH of an advantage to larger ships.
Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?"
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Hopelesshobo
Tactical Nuclear Penguin's
349
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Posted - 2014.11.06 21:09:13 -
[13] - Quote
Zmikund wrote:Hopelesshobo wrote:What would any battleship fear from a frigate then? Just fit 1 heavy or medium neut and you win. thats kinda point, frigate is small, battleship as name says is battle meant vessel ... why should goliath fear david? to OP: this could work only if u add opposite bonus ... if your ship isnt moving you get additional cap regen as energy u save by not using engines ...
It's something called balance. By that token, what should a titan have to fear of anything smaller then it? Maybe we should bring back the AOE DD, but have it scripted so it can still use the capital DD we have today.
Lowering the average to make you look better since 2012.
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Bullet Therapist
Caldari Provisions Caldari State
171
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Posted - 2014.11.06 21:19:32 -
[14] - Quote
Neuts are already one of the most powerful forms of ewar right now, their counter is ostensibly the cap booster, which some fits need even without an enemy neuting them out, so I don't think its a good idea to make them more powerful than they already are.
Also, if a dev reads this buff cap batteries. lol |

Lady Rift
What Shall We Call It
102
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Posted - 2014.11.06 22:11:46 -
[15] - Quote
Ares Austrene wrote:Ghaustyl Kathix wrote:Not necessary at all. This basically gives neuts the same role as stasis webs and warp scramblers at the same time. Balance-wise, that would be a nightmare. Assuming you can get them down fast enough. The scram / web has an immediate effect, this would have a delayed effect that would start working towards the middle / end of a fight. Assuming you can keep your own cap up enough to keep running the neut. Also, running all of your own modules wouldn't let you get into the negative.
you realize that 2 med neuts and that frig is insta caped out from an unbonused ship. This would happen at the start of the fight or 12 seconds in when that ship with only 1 neut cycles for the second time. Of course that is also close to the end of the fight cause the neuted ship is just dead in the water which drones/turrents will eat in no time. |

elitatwo
Eve Minions Poopstain Removal Team
430
|
Posted - 2014.11.06 23:55:23 -
[16] - Quote
Ares Austrene wrote:I had an idea pop into my head. Currently a capacitor registers 0 to whatever your cap amount is. If someone neuts your ship out until you're at zero, you can still burn away at regular speed. This can allow you to escape if your ship is faster.
I thought that it might be cool if CCP introduced a mechanic where when you're completely neuted out, everything turns off on your ship (even your engines). This would simulate a ship actually losing all of its energy (like a low battery in a flashlight when you put a large load on it). If the neuts go away, the capacitor will still regen at its regular speed but would take a couple of seconds until it got into the positive side of cap and your engines would then turn back on.
I would implement it like this An interceptor has between 200-400 GJ of energy. The scale on my stiletto currently shows 0-253. The new range would be say, -5 to 253. If I get caught by a neuting destroyer, they'll get a couple cycles on me before I would go into the negative. Once my cap goes below 0 my ship would stop responding and drift to a speed of 0 as if I just pressed stop.
Let me know what you guys think. Is this a terrible idea?
So the faction of ship you want to fly is called Blood Raiders. They will do exactly what you want. There are three sizes, frigate, cruiser, battleship.
And for everyone else, a neut should make a Blood Raider ship explode immediately, no exceptions.
signature
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Alvatore DiMarco
Capricious Endeavours Ltd
3067
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Posted - 2014.11.07 00:13:16 -
[17] - Quote
The ship's capacitor and its reactor are discrete systems. The modules and warp drive are powered by energy stored in the capacitor. The rest of the ship, like targeting, the sublight engines and so on are all powered directly by the reactor. The reactor also produces more energy than these systems need and that energy is what gets sent to the capacitor as recharge. |

Leonard Nimoy II
Dark Force Protectorate Special Operators Federation Alliance
77
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Posted - 2014.11.07 00:22:47 -
[18] - Quote
Sometimes for a game to have fun dynamics it means some of it's components have to be strategically based rather than based on reality :) |

Corraidhin Farsaidh
Farsaidh's Freeborn
752
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Posted - 2014.11.07 09:24:36 -
[19] - Quote
Alvatore DiMarco wrote:The ship's capacitor and its reactor are discrete systems. The modules and warp drive are powered by energy stored in the capacitor. The rest of the ship, like targeting, the sublight engines and so on are all powered directly by the reactor. The reactor also produces more energy than these systems need and that energy is what gets sent to the capacitor as recharge.
This was my understanding too, modules and systems need a larger injection of power to run so you reactors trickle feed the capacitor and rapid discharge into the modules. The cap recharge rate is based on the excess power your reactors produce above and beyond the minimum needed for basic ship functions such as life support, propulsion, flashy navigation lights etc
Ed: This is actually the principle they are currently testing for real world naval mounted rail guns now. No shipboard powerplant can deliver the huge energy requirements of a useful railgun in one hit, but a firing cycle based on feeding a large bank of capacitors works just fine. |

Ellendras Silver
CrashCat Corporation
155
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Posted - 2014.11.07 10:31:54 -
[20] - Quote
Ghaustyl Kathix wrote:Not necessary at all. This basically gives neuts the same role as stasis webs and warp scramblers at the same time. Balance-wise, that would be a nightmare.
this, if you are afraid of ships that are faster fit a web
[u]Carpe noctem[/u]
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Michael Ignis Archangel
Caveat Emptor Technologies LP Spaceship Samurai
56
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Posted - 2014.11.07 16:07:08 -
[21] - Quote
Zmikund wrote:why should goliath fear david?
This made my day. Please read the story.
I didn't read anything in the thread after this. Apologies if we've moved on from this but I wasn't ready to. |

Zmikund
Center for Advanced Studies Gallente Federation
33
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Posted - 2014.11.08 01:17:22 -
[22] - Quote
Alvatore DiMarco wrote:The ship's capacitor and its reactor are discrete systems. The modules and warp drive are powered by energy stored in the capacitor. The rest of the ship, like targeting, the sublight engines and so on are all powered directly by the reactor. The reactor also produces more energy than these systems need and that energy is what gets sent to the capacitor as recharge.
so if im not moving my cap regen should be increased because energy that would be originally used by my engines is not unused so it can go into capacitor? yaaay for triages and bastions |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1889
|
Posted - 2014.11.08 03:35:21 -
[23] - Quote
Ares Austrene wrote:Ghaustyl Kathix wrote:Not necessary at all. This basically gives neuts the same role as stasis webs and warp scramblers at the same time. Balance-wise, that would be a nightmare. Assuming you can get them down fast enough. The scram / web has an immediate effect, this would have a delayed effect that would start working towards the middle / end of a fight. Assuming you can keep your own cap up enough to keep running the neut. Also, running all of your own modules wouldn't let you get into the negative. I have to agree with Ares here. In most fights, once you have neuted the opponent fully, the fight is already over.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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