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Xzanos
Fools Resurrection
14
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Posted - 2017.06.26 01:27:40 -
[1] - Quote
Hey guys so I have had this idea rolling around in my head for a while. I dont know if it should be a ship or a module or a combination of a few different things which i figure will probably be the case.
Anyways there are two general ideas.
Number one, a module that can siphon heat from a ship and turn it into capacitor. Maybe a script for Nosferatu?
Number two, a module that can repair ship modules, maybe a script for hull repairs?? lol
Anyways with the way citadels repair you now i figured it would be a great opportunity to discuss.
*activates thermal hardeners for incoming flame
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Xzanos
Fools Resurrection
14
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Posted - 2017.06.29 18:54:15 -
[2] - Quote
I feel like everyone just assumes that there would be no way to make this balanced, so its just a crap idea...
1. I dont think that it would be balanced in a way that would allow for perma overheat. While i think it should be able to extend the time in which you can overheat, especially the time it takes for heat to actually start doing damage to modules, I figure that the heat generated by modules would increase overtime to the point that the "heat transfer" module would be overcome.
2. You would not be able to combine the two as you would still not be able to repair a module that is active. It would however allow a smaller group to hit above its fleet size for a period of time before having to extract and "repair modules"
Also just to clarify these would not be modules you fit on your own ship, but remote assist modules like remote reps and energy transfer.
*activates thermal hardeners for incoming flame
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Xzanos
Fools Resurrection
14
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Posted - 2017.06.29 20:59:43 -
[3] - Quote
Cade Windstalker. wrote: See Above
First of i want to say thanks for your posts, and don't take this as argument.
I do not disagree with anything about your first counter point. But i do believe that it introduces an entire new roll in fleets. How does this not improve the dynamic of fleet tactics? While I agree that overheating can determine the outcome of a fight there are plenty of things in Eve that can already turn a fight one sided and they are available to everyone. logi vs no logi for instance. this would just be one more layer of cake.
The second point is that there is no reason for a module that does what NRP does on its own, So i guess i will just throw out a few things that COULD make it different. less consumption, faster repair time, can repair fully burnt out modules (like a citadel)
Sorry i was not very clear about them being remote modules in the first post, I knew what i was talking about and when I made the comparison to Nosferatu I should not have assumed everyone would understand LOL
But im not sure how them being logistic type modules makes them more broken??
10x ships 100dps = 1000 dps + overload = 1150 9x ships + 1 "heat logi" = 900 dps + overload bonus = 1020 above also assumes that the "heat logi" would have 8 high slots and field 8 heat transfers, i doubt that is how it would be implemented. so the actual effectiveness could be even less
While staggering heat reps and overload the fleet with more ship types and roles is able to do more damage over time. but the fleet with more main line ships will do more raw dps. and neither fleet will be able to rep heat damage without stopping dps as you still would not be able to repair active modules so eventually your modules will accumulate damage.
I just feel that more versatility and roles available to fill will only make fleet fights more tactical and enjoyable. Require more active perticipation in fights rather than anchor, ctrl click broadcast, and, f1
Sorry if that got a bit ranty
*activates thermal hardeners for incoming flame
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Xzanos
Fools Resurrection
14
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Posted - 2017.06.30 14:04:08 -
[4] - Quote
Frostys Virpio wrote: The problem is that for it to get used in fleet, it will have to be explicitly better than one of the roles taken in fleets and that's where balance issue start appearing. Why would I bring a heat-sink ship if it end up generating less benefit than adding another ship of X role? Does sacrificing a logi ship for a heat sink gives me total better rep? What about a dps ship? What about any support ship? That's a key problem with adding roles to fleets. It literally has to be better than something else or nobody will care except those who care because they think wrong.
Exactly and in this situation I think it is just that, While not outright better with skilled pilots and a lengthy fight this will result in more damage over time or reps over time output by a fleet of equal size that does not have "heat logi"
*activates thermal hardeners for incoming flame
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Xzanos
Fools Resurrection
14
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Posted - 2017.06.30 14:46:04 -
[5] - Quote
Cade Windstalker wrote: Make sense?
Sure but comparing it to a booster ship is a bit off, boosters are a very passive role where logi have to actively participate in the fight.
The interesting game play that it adds is actually getting to use overheating during fleet fights more than 1 or 2 bursts before your modules are on the brink.
*activates thermal hardeners for incoming flame
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