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OPTICALACE
Minmatar Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2007.03.08 03:24:00 -
[1]
ok this is how i see it... the armor repairers use nanobot assemblers right. well now imagine theres a metal cube thats been melted and smashed and stuff then all of a sudden minature robots repair the cube perfectly(as in a large amount) in a fraction of a second(metal fixed instantly? how?) yet it takes them 15 seconds to come back(doing nothing in that time) and do the same thing again in a fraction of a second(again how?). nanobots cant simply just fix something instantly it should take time cause there "nanobots" as in repair a little pretty much constantly
shield "boosters" should "boost" a large amount since they "boost" not repair. and also should have a longer duration because i guess they should have to charge like lets say an extra battery to be able to "boost" a greater amount in the second it takes to boost.
so heres some simple math i guess: large t2 stuff no skills
large armor rep t2 at 1 second will repair 53.3 armor per rep
large shield booster t2 at lets say 10 seconds boosts 1200 per boost or 1500 at 15 sec.
this is obviously based on a real life type of situation kinda so i dont want anyone saying meh its a game so it doesnt matter i want real opinions besides that
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goodby4u
Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2007.03.08 03:27:00 -
[2]
Edited by: goodby4u on 08/03/2007 03:24:19 Sounds like the way they should have done it,but the problem is changing the coding,alot of work etc...
Good point though. __________________________________________ Yes it is great being amarr. I am minmatar,fly amarr,use gellente drones and am in caldari space. |

The EmperorMan
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Posted - 2007.03.08 03:42:00 -
[3]
yeah there could be a problem coding but isnt ccp going to be recoding eve into directx 10 anyways.
looking forward to more posts 
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OPTICALACE
Minmatar Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2007.03.08 03:43:00 -
[4]
Originally by: The EmperorMan yeah there could be a problem coding but isnt ccp going to be recoding eve into directx 10 anyways.
looking forward to more posts 
sorry that was my alt
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Nyxus
GALAXIAN Rule of Three
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Posted - 2007.03.08 05:29:00 -
[5]
Actually, this is an idea that I really like.
So, when I hit my armor repper I am actually getting X armor repaired for Y seconds, and at the end of Y seconds get the same amount of armor I would have gotten if I had repped normally.
Kind of like a superfast shield recharge on armor for the reppers duration.
I like it because it's a bit more immersive, but mainly because it would help balance out shield and armor tanking. Shield tanking is almost always better because of the "front loading" of the shield reps, while armor reps only get thier rep amount after the rep turns off. This would make your armor regen over the reppers duration and help close the gap between the two.
Honestly I dont think that would be that difficult to code. We already have shield regen, this is just a slightly modified version of that. Of course, it always sounds easy when you aren't a code-monkey.
Nyxus
The Gallente ideals of Freedom, Liberty and Equality will be met by the Amarr realities of Lasers, Armor and Battleships. |

The EmperorMan
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Posted - 2007.03.08 23:26:00 -
[6]
bump
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Endar Telivian
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Posted - 2007.03.09 23:16:00 -
[7]
i think this deserves a bump
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Kruel
Blunt Force Syndicate
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Posted - 2007.03.09 23:28:00 -
[8]
I think it's a cool idea. It makes more sense from a realistic point of view. As long as the same hp/sec is repaired it really doesn't matter. The repair systems bonus might need to be changed from a duration bonus to an amount bonus instead.
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Danjira Ryuujin
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Posted - 2007.03.10 00:13:00 -
[9]
Its been said time and time again. This is game first and foremost. A gameworld only needs to resemble the real world to point that things are fun.
Shield systems are made for taking tremendous punishment over a short period of time. This is why shield tanks tend to have lower resists and better "boosting", and boost immediately upon activation. Armor tanks are better at taking a lot of damage over a long period of time, hence their higher resists, longer duration, and duration before first rep on cycle. I realize that passive tanking breaks this trend, but if you look at ship descriptions you'll find this as a common theme.
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OPTICALACE
Minmatar Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2007.03.15 07:01:00 -
[10]
bump
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