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Jason Arbitor
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Posted - 2007.05.18 14:21:00 -
[1]
I am wondering, and I am sure it has been brought up before, why our modules take 0, zero, damage during battles?
When I look over battle damage in my hanger I see my armor has been blown all to hell and some hull has been breached but not a single module is damaged.
Why?
Would adding module damage into the mix be too much?
I am thinking it wouldn't be over the top but it would add a new dimension to missions and PvP.
It would work kind of like this;
Full shields/armor/hull
Full shields = to 1% possiblity of damage to a module. Damage to module is 1% of damage inflicted on shields.
Shields wiped out = 33% chance of module damage. Damage to module is 15% of damage on armor.
Shields gone = 75% chance of a module being damaged. 75% of hull damage is inflicted into the module.
This would open up a new dimension. When a module is damaged its abilitites are reduced the same amount % wise as damaged.
Exapmle: You have a 450mm rail gun that is 50% damaged would equate to tracking and rate of fire beign reduced by 50%.
A tracking modules % bonus is reduced in the same way.
Module is flagged with a color denoting minor damage. The color would go from green to yellow to red then an X through the icon showing the modules destruction. Could be a small health bar next to each icon.
This will have a real effect on battles if someone shoudl get lucky, or unlicky, and have a critical module blown away or severally damaged forcing the pilot to either fight with a reduced capacity or retreat and repair.
There would be no module repair modules but current repair modules would still work in they would reduce the % chance of taking module damage as the battle progresses.
Also this could be a small isk sink for corps.
Anyway have a good day.
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hydraSlav
Synergy Evolved Sparta Alliance
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Posted - 2007.05.18 14:38:00 -
[2]
Modules DO get damaged. It only happens after structure is breached though.
== Above comments are my personal views Oveur >Local shouldn't be a tactical tool, it's for chat
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jilahed
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Posted - 2007.05.18 14:42:00 -
[3]
Errm. Jason, you do realize some people tend to armor tank their ships? Don't you think its abit of a disadvantage where you already have a 75% chance of damage to modules (as i understand you) right at the *beginning* of the fight? While a shield tanker only takes this risk when hes screwed either way?
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.05.18 14:44:00 -
[4]
With the new heat feature coming in the next big update, module damage actually matters.
Now, if eve had all ships with 10x structure amount, but structure damage induces module damage...... Longer fights where you actually hurt your enemy, offline their modules and people end up limping away from a battering during epic fights......
/me takes medication
Ahh Now, what was I saying again? --
Billion Isk Mission |

Jason Arbitor
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Posted - 2007.05.18 14:53:00 -
[5]
Originally by: jilahed Errm. Jason, you do realize some people tend to armor tank their ships? Don't you think its abit of a disadvantage where you already have a 75% chance of damage to modules (as i understand you) right at the *beginning* of the fight? While a shield tanker only takes this risk when hes screwed either way?
I know it is not perfect but even if you armor tank then damage to modules should still happen but if you armor value stay high teh % change is still somewhat small but if your ship is getting hit physically then something has to break.
It si unrealistic to think that every point fo armor has to be blown away to get module damage. We could make % chances smaller but modules need to be damaged in a fight if your ship is getting pounded into dust.
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Nather Ampraphel
Caldari
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Posted - 2007.05.18 14:56:00 -
[6]
Originally by: jilahed Errm. Jason, you do realize some people tend to armor tank their ships? Don't you think its abit of a disadvantage where you already have a 75% chance of damage to modules (as i understand you) right at the *beginning* of the fight? While a shield tanker only takes this risk when hes screwed either way?
Do you also realise that its a disadvantage for my shield tanking character that he has to pay for repairs, where my armor-tanking-dude just sits outside the station and repairs himself? :P ---
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Black Scorpio
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Posted - 2007.05.18 14:59:00 -
[7]
Jason, while there might be a bit of a remote idea in what you said, your suggestion is rather childish. That would mean as the man above pointed out, that armor tankers are screwed to begin wiht. that if you dont' dock to repair every 10 minutes if you're doing missions, rat, or PvP you're screwed and so on..
Moreover the values of penalty that you suggested are for the lack of a better word, ridiculous.. you want to take a gun ship 50% of their tracking and damage? you might as well leave them for dead.
Also what happened to the repair modules? there would be no need for them as your ship will be so damaged it wouldn't matter if you have your shield/armor back.. just slap some extenders and see what happens then, eh matey??
so.. i'd have to say no to your sci-fi like proposal..
PS: don't watch too many TV shows involving space battles and try to apply them to EvE, it's different! 
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Mashie Saldana
Hooligans Of War
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Posted - 2007.05.18 15:05:00 -
[8]
I have managed to get 100% damage on modules in a structure tanked dominix (T2 bulkheads + DCII ftw).
However even at 100% damage the module was still functional.
We're sorry, something happened.
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lofty29
Athanasius Inc.
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Posted - 2007.05.18 15:06:00 -
[9]
Originally by: Nather Ampraphel
Originally by: jilahed Errm. Jason, you do realize some people tend to armor tank their ships? Don't you think its abit of a disadvantage where you already have a 75% chance of damage to modules (as i understand you) right at the *beginning* of the fight? While a shield tanker only takes this risk when hes screwed either way?
Do you also realise that its a disadvantage for my shield tanking character that he has to pay for repairs, where my armor-tanking-dude just sits outside the station and repairs himself? :P
That would be easily negated though. All you have to do is train armor rep skills... This isnt easily negatable. --- My sig has gone into exile |

jilahed
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Posted - 2007.05.18 15:10:00 -
[10]
Edited by: jilahed on 18/05/2007 15:10:49
Originally by: Nather Ampraphel
Do you also realise that its a disadvantage for my shield tanking character that he has to pay for repairs, where my armor-tanking-dude just sits outside the station and repairs himself? :P
Do you ever actually pvp? We are talking about critical modules deactivating *during* the fight and the chance of that being much, much higher for armor tankers. What does this have to do with after-combat repair? And how many armor tankers field hull repairs nowadays?
Also if you don't want to pay money for repair heres a simple solution:
Dock. Unfit BCU. Fit Armor repper. Undock. Rep Armor. Done. Repeat for hull rep.
I am talking about being screwed up by the system during a fight - where you risk yor mods and gear, you know?
Gosh, you really can't be serious on that one, can you?
Edit: And you do remember that your shields just recharge magically by itself sitting outside the station, right? Only to sketch the whole picture, although as i said the discussion revolves about something else. And you totally missed my point.
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