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Ari Menachem
Wraithguard. The Wraithguard.
0
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Posted - 2017.02.02 02:59:52 -
[1] - Quote
Module Proposition:
Heat Sink.
Function: The Heat Sink absorbs heat damage from modules in the same slot group. (high,medium,low)
Mechanics: The Heat Sink will take damage and burn out . The Heat Sink must be repaired and onlined when it absorbs enough damage.
Fitting: Currently There are no High slots that would take up little CPU and Power Grid. Often times utility high slots are left blank and modules spaced out for optimal heat absorption. I propose that this module takes minimal fitting. (1MN-1TF) Lastly there would be either three version of the Heat Sink module, High, Medium and Low slot or the Heat Sink would be able to fit in any of these three slots. |
ISD Max Trix
ISD Community Communications Liaisons
1572
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Posted - 2017.02.02 13:44:39 -
[2] - Quote
Moved to Player Feature and Ideas.
ISD Max Trix
Lieutenant
Community Communication Liaisons (CCLs)
Interstellar Services Department
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elitatwo
Dicker Quick and Hyde Defense Attorneys O.U.Z.O. Alliance
1588
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Posted - 2017.02.02 13:49:14 -
[3] - Quote
ISD Max Trix wrote:Moved to Player Feature and Ideas.
Dear Max, you could have put it out of it's misery already.
Eve Minions is recruiting.
This is the law of ship progression!
Aura sound-clips: Aura forever
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Frostys Virpio
Caldari Provisions Caldari State
3070
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Posted - 2017.02.02 14:03:08 -
[4] - Quote
Like auto-targetting unit but with more fitting cost and no other role than absorbing heat? |
Cade Windstalker
728
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Posted - 2017.02.02 14:21:28 -
[5] - Quote
Couple of problems with this:
First off, we already have a module type called "Heat Sink" it's the Laser low-slot damage mod.
Second, a module that's been burned out can't be repaired in space except by a Citadel's tether, so the note about "repaired and onlined" is redundant. On top of that in order to stop you from being able to just repair it as it takes damage you would need to make it an active module, but that means you could just turn it off and repair it anyways.
Third, and IMO most importantly, I don't feel like you've taken into account the potential effect this would have on hulls that already have a bonus to Overhead damage. If this thing is even remotely going to be worth fitting then on a ship that already has an OH bonus you'd probably be looking at things like a Prop-Mod OH going from the already pretty absurd 2+ minutes it already has to something like 3-4, which would basically be enough to run the prop OH all the time in smaller fights.
Really this feels like a solution looking for a problem. You want something that feels useful to you to fit into "spare" slots, so you proposed this but it doesn't feel like you've really thought your suggestion through beyond "what do I want" and "what doesn't already exist". |
Ari Menachem
Wraithguard. The Wraithguard.
0
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Posted - 2017.02.02 18:27:56 -
[6] - Quote
In response to Cade Windstalker.
You bring up good points, I will address them one at a time.
First the name of the module, There is a module called Heat Sink. The name of this module obviously need to be easily differentiated. However I believe the name gets the idea across, which is the goal of this post. Leaving the specific Mechanics, Description, Attributes, and Lore to be handled by CCP.
Second, the issue of repairing the item in space. A simple solution would be to not allow the module to be repaired using Nanite Paste.
Third, the effects this module could have on ships with bonuses to reducing heat damage. To eliminate long overheat times there could be a penalty associated with this module when equipped to a ship that has the reduced heat damage trait.
Fourth to address the issue of overheated MWD for the entire length of an engagement. This is a big concern especially in kitting setups as speed is crucial. Limiting this module to high slots would prevent this. In addition after reading your post I thought of another problem. Prolonged overheat of armor hardeners and armor repairers. The prolonged heat of low slots could also be solved by limiting the module to high slots
Fifth when I have a fit with an unused high slot and not enough cap to fit any other current utility high it drives me mad. So my thought process was what do I want ? To fill an unused utility high slot. What does not already exist? An overheat damage absorbing module. Just because my thought process was simple does not mean this module could be a valuable and interesting addition to EVE
Lastly thank you for taking the time to look critically at this proposition, I appreciate your feedback.
- Ari Menachem |
Lugh Crow-Slave
3703
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Posted - 2017.02.02 18:31:15 -
[7] - Quote
already plenty of mods that work as heat-sinks and take up 0 cpu or power-grid
try understanding how heat works then search if your idea has come up before THEN post
BLOPS Hauler
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Ari Menachem
Wraithguard. The Wraithguard.
1
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Posted - 2017.02.02 20:38:56 -
[8] - Quote
In response to Lugh Crow-Slave
Currently modules absorb heat damage from the modules directly adjacent to it.
This module would absorb heat from the entire rack, and would work better than simply an empty slot, offlined module, or an online module with small fitting requirements.
This could be achieved by increasing the HP of the module or by reducing the damage it takes from overheating.
Thank you for your attempt at feedback. |
Lugh Crow-Slave
3704
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Posted - 2017.02.02 20:54:02 -
[9] - Quote
except we don't need anything stronger
p.s. heat is only more likely to go to an adjacent mod but it will hit the entire rack
BLOPS Hauler
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Cade Windstalker
732
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Posted - 2017.02.02 21:52:43 -
[10] - Quote
Ari Menachem wrote:First the name of the module, There is a module called Heat Sink. The name of this module obviously need to be easily differentiated. However I believe the name gets the idea across, which is the goal of this post. Leaving the specific Mechanics, Description, Attributes, and Lore to be handled by CCP.
Yup, just pointing that out.
Ari Menachem wrote:Second, the issue of repairing the item in space. A simple solution would be to not allow the module to be repaired using Nanite Paste.
At which point it's basically worthless for anything outside of some very very niche uses since it only does something if you're overheating and can't be repaired in space like other modules.
I'm not saying this is an insoluble balance problem, but it does create a balance problem and that needs to be addressed for the module to be usable. It's also a very thorny issue since it's basically the core of your proposal's balance balance along with how much heat it actually soaks.
Ari Menachem wrote:Third, the effects this module could have on ships with bonuses to reducing heat damage. To eliminate long overheat times there could be a penalty associated with this module when equipped to a ship that has the reduced heat damage trait.
This is just convoluted and would break several established game rules. First, ship bonuses aren't stacking penalized. Second, no module has specific ship line-item vetoes. There are modules that are restricted to a class of ships but that list is *always* shorter than the list of ships that can't use it.
Ari Menachem wrote:Fourth to address the issue of overheated MWD for the entire length of an engagement. This is a big concern especially in kitting setups as speed is crucial. Limiting this module to high slots would prevent this. In addition after reading your post I thought of another problem. Prolonged overheat of armor hardeners and armor repairers. The prolonged heat of low slots could also be solved by limiting the module to high slots
At which point you've basically turned this into a DPS booster high-slot module, which is more than a little OP sounding. Ships have turret limits for a reason and an essentially free module that *only* takes a slot but gives you free overheat time is kind of ridiculous. Really it would be a bit ridiculous even if you hadn't specified "almost free" in the CPU/PG requirements.
Ari Menachem wrote:Fifth when I have a fit with an unused high slot and not enough cap to fit any other current utility high it drives me mad. So my thought process was what do I want ? To fill an unused utility high slot. What does not already exist? An overheat damage absorbing module. Just because my thought process was simple does not mean this module could be a valuable and interesting addition to EVE
Unused slots aren't a problem with the game, they're a trade off. You've taken up the other fitting resources on your ship with other modules and chose those things over the other modules that could use that high slot. There are even some fits for smaller ships that leave unfilled Mids because there's just nothing that will fit in that slot. The fits are perfectly viable and very very good at what they do, they just don't need that other slot.
If that bugs you I recommend deep breaths and maybe another look through the module list to see if there's anything that fits because there really are some very cheap to fit modules floating around.
Also to be clear I'm not saying your thought process is bad because it's simple, I'm saying your thinking didn't go far enough in considering impact, need, and balance implications. It's hardly a rare problem with PFAID suggestions, but I try to point it out whenever I can because I feel it helps improve the quality of suggestions on here. |
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Phaade
Perimeter Defense Systems Plexodus
380
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Posted - 2017.02.03 05:19:33 -
[11] - Quote
Don't listen to the moronic mindless trolls.
A utility high "heat sink" would be an awesome module. You trade it for cap warfare.
We are already sorely lacking in "utility" slot utility.
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Lugh Crow-Slave
3708
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Posted - 2017.02.03 07:50:29 -
[12] - Quote
Phaade wrote:Don't listen to the moronic mindless trolls.
A utility high "heat sink" would be an awesome module.
that's the problem it would be broken
just use FW as an example this would be broken I can already nearly perma heat my guns an entire engagement when it comes to frig or dd fights
and my god would this be amazing for BLOPs particularly on our DPS and logi T3s
BLOPS Hauler
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Sepheir Sepheron
United Nexus Corporation SLYCE Pirates
64
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Posted - 2017.02.04 02:44:45 -
[13] - Quote
You guys realize an empty module slot is already a heat sink right? Test it out yourselves. Empty high rack with one gun versus one gun and full other non-heated modules, see which one lasts longer and how much longer.
Here is a demonstration on how heat can affect modules in the same rack. |
Lugh Crow-Slave
3711
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Posted - 2017.02.04 03:25:35 -
[14] - Quote
aye thats what i ment by ones that take 0 cpu and 0 pg lol that said i have noticed things with high HP the ones with 99,999 will last even longer than an empty slot. for some reason the RNG seems to ping them more than empty slots
BLOPS Hauler
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