| Pages: 1 2 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

MotherMoon
Huang Yinglong Namtz'aar k'in
|
Posted - 2007.07.04 13:37:00 -
[1]
I have a small idea that would be kinda cool Why can't we turn on/off our shields?
this would lead to -armor tanks leaving their shields off until they need a break in cap -shield tankers taking down their shield so they can recharge without being blasted down -open new content that could build off of this.
Now if shields is something needed for space travel according to the lore then by all means ignore this idea. If there no reason a ship needs shields in space then consider the idea? ----------------------------------- I'm working my way through college target CCP |

Edania
Caldari 9th army CMC Edge Of Sanity
|
Posted - 2007.07.04 13:49:00 -
[2]
Edited by: Edania on 04/07/2007 13:49:39 i invoke the law in physics about conservation of energy.
if your having trouble with cap and you turn on your shields, where exactly is the energy coming from?
Edited because i spelt law, la which just looked silly.
Quote: my Clone was excelent, i just had too many skillpoints
|

Mirasta
Aggressive Tendencies
|
Posted - 2007.07.04 13:54:00 -
[3]
Meby the shield 'Energy' is stored in its own separate capacitor, Else why doesnĘt your cap recharge slow when you are recharging shields. Your signature image is hazardous to the health of the forum users :(, please email mods@ccpgames if you have any questions. - Tallan
D:D:D:D:D: |

Edania
Caldari 9th army CMC Edge Of Sanity
|
Posted - 2007.07.04 14:02:00 -
[4]
picture this then
you run out of cap for the repper in your main capacitor but have energy in a shield capacitor to raise shields
energy is still energy and surely can be moved from that capacitor to a more useful system one of my pet peeves is "transfer power from life support to the shields, a totally pointless command since when do CO2 scrubbers and aircon take up significant power reserves worse is transfew power from the warp drive to the weapons, isnt this obvious and intuative? when your not using your TV but yu are using your PC energy goes there if you arent going to be using the FTL drive why should energy be going there?
it makes sence that if you have a reserve energy store that you would tap that for your primary defences rather than gamble on secondary defences its much like apparently in trek voyager cant have replicator rations cause theres an energy crisis but can use the holodeck because it uses an alternate form of energy, WHAT! so it uses a fusion reactor instead of the M/AM reactor its still power.
not that im dismissing your sugestion its good its just looking at it from a RL perspective it doesnt work (but when has eve ever related to RL eh :) )
Quote: my Clone was excelent, i just had too many skillpoints
|

MotherMoon
Huang Yinglong Namtz'aar k'in
|
Posted - 2007.07.05 00:22:00 -
[5]
ok my idea was completely missed interitated
I'll edit in a bit and bump but I'm tired
for anyone that reads the thread here goes
turning off your shields meaning all damage bypasses your shields because they aren't protecting your ship.
while damage hits your armor your shield is recharging... actually your shield shouldn't recharge at all while it's off
but this would be a nice buff for armor tanks
I'll read through your comments agasin becaus eI think I missed something. but my idea isn't about cap and shields. it' about just letting all damage bypass your shields ----------------------------------- I'm working my way through college target CCP |

kessah
Blood Corsair's
|
Posted - 2007.07.05 00:37:00 -
[6]
quite a kewl little idea there mate.
also do you really want to be quoting laws of physics in a game like eve? Real laws couldnt work in a game, well not all of them anyway. -------------------------------------------------------- [Video] Forever Pirate 3
|

William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
|
Posted - 2007.07.05 00:50:00 -
[7]
Keep in mind it could be extremely inefficent to convert shield to capacitor.
I realy like this idea, it opens up more tactical options.
|

Mister Babycham
|
Posted - 2007.07.05 00:52:00 -
[8]
This lit two lightbulbs above my head *idea* stylie...
It makes sense that some of your reactor output is powering the shields, right?
So if you Offline the shields, your cap should recharge a little faster with the extra spare energy.
But then some modules, especially Lows, use powergrid output constantly, so it would follow that Offlining modules frees more power output, thus more juice to charge the cap.
It would just introduce yet more complicated maths (what the F IS my range and fire rate for my Heavy Banana Gun, do I seriously have to write down every skill bonus and apply it to the basic figures??? - ohh that calls for a Thread!), but the theory would be sound in RPG terms: "oh no, the cap's about empty and we've used all the Duracell 800 Value Packs, time to go totally defensive - shut down all the gunnery and targeting modules to squeeze a faster cap charge rate"
|

LogixCraft
Gallente Insidious Existence Interstellar Alcohol Conglomerate
|
Posted - 2007.07.05 01:07:00 -
[9]
I think this could be quite interesting to add to the game, being an armour tanker I only see shields as something in the way for 20seconds until they get drained. I would love the extra cap recharge rate inplace of shields, but if I need to get a 20 second break from my armour and raising my shields would be awesome.
but a shield tanker lowering them to recharge would mean that the reactor would have to continue powering the shield emitters. That would mean the cap recharge would stay the same.
So why not give us a slider on our UI that can control sheild recharge rate vs Cap recharge. With the slider in the shield position it would allow the shields to recharge at the normal rate, in the cap position it would allow the cap to recharge as the shields are receiving zero power. The mid position would allow some to keep their shields but prevent them from recieving enough power to recharge.
I don't think lowering shields to recharge them is a useful idea, because you just opened up your defense to enemy attack eg. nooo hardeners AHHHHHH!
|

MotherMoon
Huang Yinglong Namtz'aar k'in
|
Posted - 2007.07.05 05:12:00 -
[10]
Originally by: LogixCraft I think this could be quite interesting to add to the game, being an armour tanker I only see shields as something in the way for 20seconds until they get drained. I would love the extra cap recharge rate inplace of shields, but if I need to get a 20 second break from my armour and raising my shields would be awesome.
but a shield tanker lowering them to recharge would mean that the reactor would have to continue powering the shield emitters. That would mean the cap recharge would stay the same.
So why not give us a slider on our UI that can control sheild recharge rate vs Cap recharge. With the slider in the shield position it would allow the shields to recharge at the normal rate, in the cap position it would allow the cap to recharge as the shields are receiving zero power. The mid position would allow some to keep their shields but prevent them from recieving enough power to recharge.
I don't think lowering shields to recharge them is a useful idea, because you just opened up your defense to enemy attack eg. nooo hardeners AHHHHHH!
see now where getting into a solid idea that would fix the can of opening sub-system targeting. they talked about how sub-system targeting is cool but when could you hit them? when the shield is down? what happens to armor tankers.
well if you could kill your shields for cap then armor tanking would have much higher hp re gen even thought it's modules could be targeted or as they might go, be overloading by another ship.
so you raise your shields.
I think I might have to rework this idea as I love what people have come up with but my idea was much simpler :P ----------------------------------- I'm working my way through college target CCP |

Kharadran Sullath
Caldari
|
Posted - 2007.07.05 06:46:00 -
[11]
I like the idea, but it does need a bit of tweaking to achieve my stamp of approval, and I'm to tired to think about it atm  ------ --Don't get saucy with me Bernaise!-- |

Illyria Ambri
Caldari RennTech
|
Posted - 2007.07.05 06:48:00 -
[12]
Originally by: Mister Babycham This lit two lightbulbs above my head *idea* stylie...
So we talking what? 10?? 15 watts?  ------------ This is not War... This is pest control - Dalek Sek
|

Mister Babycham
|
Posted - 2007.07.06 00:07:00 -
[13]
Originally by: Illyria Ambri So we talking what? 10?? 15 watts? 
How quaint, you're still on incandescants! 
No, my Idea Bulbs are 20mA superultratetrabright jumbo LED's.
There's another good issue raised - modules have hit points. Why? I've never seen any of mine partially damaged.
The game's mechanics would easily allow for "Oh F...fiddlesticks, my LAR's shot to sh1t, aargh!" but I think if you introduce all these lovely RPG justifiable things to the game it's going to spoil the GAME experience with way too much to take in.
|

Judas Lonestar
Ganja Labs Hydra Alliance
|
Posted - 2007.07.06 00:24:00 -
[14]
Have to ever seen what happens to a shield tanker when his shield finally fails? No shield tanker in his right mind is going to shut down his shields to get some cap back, because he'll be dead before he can say "Maybe this was a bad idea"
|

Celeritas 5k
|
Posted - 2007.07.06 04:24:00 -
[15]
This would be cool, but it provides absolutely no benefit to shield tankers. Trust me, when your shields are gone armor and structure drop like your mommy's panties... 
|

MotherMoon
Huang Yinglong Namtz'aar k'in
|
Posted - 2007.07.06 06:13:00 -
[16]
Originally by: Celeritas 5k This would be cool, but it provides absolutely no benefit to shield tankers. Trust me, when your shields are gone armor and structure drop like your mommy's panties... 
that's the point :P ----------------------------------- I'm working my way through college target CCP |

Fswd
|
Posted - 2007.07.06 06:15:00 -
[17]
Originally by: MotherMoon
Originally by: Celeritas 5k This would be cool, but it provides absolutely no benefit to shield tankers. Trust me, when your shields are gone armor and structure drop like your mommy's panties... 
that's the point :P
Ah so basically you are invulnerable? --- So I flame and troll when the occasion calls for it. So what are you gonna do about it? |

MotherMoon
Huang Yinglong Namtz'aar k'in
|
Posted - 2007.07.06 06:24:00 -
[18]
Originally by: Fswd
Originally by: MotherMoon
Originally by: Celeritas 5k This would be cool, but it provides absolutely no benefit to shield tankers. Trust me, when your shields are gone armor and structure drop like your mommy's panties... 
that's the point :P
Ah so basically you are invulnerable?
what? no basicly you are vulnerable explain ----------------------------------- I'm working my way through college target CCP |

Celeritas 5k
Caldari Initrode
|
Posted - 2007.07.19 00:25:00 -
[19]
Originally by: MotherMoon
Originally by: Fswd
Originally by: MotherMoon
Originally by: Celeritas 5k This would be cool, but it provides absolutely no benefit to shield tankers. Trust me, when your shields are gone armor and structure drop like your mommy's panties... 
that's the point :P
Ah so basically you are invulnerable?
what? no basicly you are vulnerable explain
I'm saying that since armor and structure provide almost no protection to a shield tanker, the ability to lower one's shields would provide no benefit to us. No sane shield tanker would willingly take his shields down!
Armor tanking is already better than shield tanking in many respects (i.e. more HP repair per cap usage), doesn't really need another advantage. ----------
"Always be Happy, Never be satisfied." |

MotherMoon
Huang Yinglong Namtz'aar k'in
|
Posted - 2007.07.19 00:28:00 -
[20]
Edited by: MotherMoon on 19/07/2007 00:30:50
Originally by: Celeritas 5k
Originally by: MotherMoon
Originally by: Fswd
Originally by: MotherMoon
Originally by: Celeritas 5k This would be cool, but it provides absolutely no benefit to shield tankers. Trust me, when your shields are gone armor and structure drop like your mommy's panties... 
that's the point :P
Ah so basically you are invulnerable?
what? no basicly you are vulnerable explain
I'm saying that since armor and structure provide almost no protection to a shield tanker, the ability to lower one's shields would provide no benefit to us. No sane shield tanker would willingly take his shields down!
.
ah there your wrong. your passive shield regen depends on how full your shield is. meaning if your shield is pinned down, let damage go through the shields, get back up to peak regen, and then allow damage to hit them again.
thus it is a boost for passive shield tanks and active shield tanks, because the active could get back up faster. If I'm wrong please correct me, If I'm proven wrong I fall in line. ----------------------------------- I'm working my way through college target CCP |

Celeritas 5k
Caldari Initrode
|
Posted - 2007.07.19 00:33:00 -
[21]
Originally by: MotherMoon
Originally by: Celeritas 5k
Originally by: MotherMoon
Originally by: Fswd
Originally by: MotherMoon
Originally by: Celeritas 5k This would be cool, but it provides absolutely no benefit to shield tankers. Trust me, when your shields are gone armor and structure drop like your mommy's panties... 
that's the point :P
Ah so basically you are invulnerable?
what? no basicly you are vulnerable explain
I'm saying that since armor and structure provide almost no protection to a shield tanker, the ability to lower one's shields would provide no benefit to us. No sane shield tanker would willingly take his shields down!
Armor tanking is already better than shield tanking in many respects (i.e. more HP repair per cap usage), doesn't really need another advantage.
ah there your wrong. your passive shield regen depends on how full your shield is. meaning if your shield is pinned down, let damage go through the shields, get back up to peak regen, and then allow damage to hit them again.
thus it is a boost for passive shield tanks and active shield tanks, because the active could get back up faster.
That sounds good, but i don't think you comprehend just how quickly armor goes after shields do for a shield tanker. If I were to take my passive drake's shields down to let them regen a little, I'd be into structure before they came back 5%. And with an active tank, you don't care where your shields are, as long as they're there...
Don't get me wrong, I'd love to have this level of control over my ship, but this idea would give a buff to armor tankers over shield tankers that in my opinion isn't really needed. ----------
"Always be Happy, Never be satisfied." |

Some Caldari
Caldari Mantigen Quanta Ultio Animi Causa
|
Posted - 2007.07.19 00:36:00 -
[22]
How about the ability to turn off all the flashing lights on the ships that'd free up some power... ------------
I'm a guy with a female character get over it, and for god's sake stop jerking off. It's creepy. |

Brunswick2
coracao ardente Triumvirate.
|
Posted - 2007.07.19 00:36:00 -
[23]
Sounds like it could be interesting with a bit of balancing
O RLY? - Kreul |

MotherMoon
Huang Yinglong Namtz'aar k'in
|
Posted - 2007.07.19 00:39:00 -
[24]
Originally by: Celeritas 5k
Originally by: MotherMoon
Originally by: Celeritas 5k
Originally by: MotherMoon
Originally by: Fswd
Originally by: MotherMoon
Originally by: Celeritas 5k This would be cool, but it provides absolutely no benefit to shield tankers. Trust me, when your shields are gone armor and structure drop like your mommy's panties... 
that's the point :P
Ah so basically you are invulnerable?
what? no basicly you are vulnerable explain
I'm saying that since armor and structure provide almost no protection to a shield tanker, the ability to lower one's shields would provide no benefit to us. No sane shield tanker would willingly take his shields down!
Armor tanking is already better than shield tanking in many respects (i.e. more HP repair per cap usage), doesn't really need another advantage.
ah there your wrong. your passive shield regen depends on how full your shield is. meaning if your shield is pinned down, let damage go through the shields, get back up to peak regen, and then allow damage to hit them again.
thus it is a boost for passive shield tanks and active shield tanks, because the active could get back up faster.
That sounds good, but i don't think you comprehend just how quickly armor goes after shields do for a shield tanker. If I were to take my passive drake's shields down to let them regen a little, I'd be into structure before they came back 5%. And with an active tank, you don't care where your shields are, as long as they're there...
Don't get me wrong, I'd love to have this level of control over my ship, but this idea would give a buff to armor tankers over shield tankers that in my opinion isn't really needed.
good point.. you could always fit armor plate to give you more time but I see where your coming form. What if they go with the idea of taking out ship services only when the shields are down? then would be ok because armor tankers would need a boost?
of crouse my whole posr is IF IF IF. so we'll have to wait to see.
by the I get you wrong, the whole of of discussing ideas is to try to shoot each other down until you can come up with a much more clear picture. ----------------------------------- I'm working my way through college target CCP |

Celeritas 5k
Caldari Initrode
|
Posted - 2007.07.19 00:43:00 -
[25]
Originally by: MotherMoon
Originally by: Celeritas 5k
Originally by: MotherMoon
Originally by: Celeritas 5k
Originally by: MotherMoon
Originally by: Fswd
Originally by: MotherMoon
Originally by: Celeritas 5k This would be cool, but it provides absolutely no benefit to shield tankers. Trust me, when your shields are gone armor and structure drop like your mommy's panties... 
that's the point :P
Ah so basically you are invulnerable?
what? no basicly you are vulnerable explain
I'm saying that since armor and structure provide almost no protection to a shield tanker, the ability to lower one's shields would provide no benefit to us. No sane shield tanker would willingly take his shields down!
Armor tanking is already better than shield tanking in many respects (i.e. more HP repair per cap usage), doesn't really need another advantage.
ah there your wrong. your passive shield regen depends on how full your shield is. meaning if your shield is pinned down, let damage go through the shields, get back up to peak regen, and then allow damage to hit them again.
thus it is a boost for passive shield tanks and active shield tanks, because the active could get back up faster.
That sounds good, but i don't think you comprehend just how quickly armor goes after shields do for a shield tanker. If I were to take my passive drake's shields down to let them regen a little, I'd be into structure before they came back 5%. And with an active tank, you don't care where your shields are, as long as they're there...
Don't get me wrong, I'd love to have this level of control over my ship, but this idea would give a buff to armor tankers over shield tankers that in my opinion isn't really needed.
good point.. you could always fit armor plate to give you more time but I see where your coming form. What if they go with the idea of taking out ship services only when the shields are down? then would be ok because armor tankers would need a boost?
of crouse my whole posr is IF IF IF. so we'll have to wait to see.
by the I get you wrong, the whole of of discussing ideas is to try to shoot each other down until you can come up with a much more clear picture.
Sorry, i really wasn't trying to shoot you down! Just pointing out that a balance would be necessary. With some balancing or a parallel boost to shield tankers it would be pretty nice to have! ----------
"Always be Happy, Never be satisfied." |

MotherMoon
Huang Yinglong Namtz'aar k'in
|
Posted - 2007.07.19 00:44:00 -
[26]
Originally by: Brunswick2 Sounds like it could be interesting with a bit of balancing
my biggest point is still just WHY our shields have to take damage. Or why they have to be static. Also, as much as I like the idea of moving shields around and focusing them for protection like others have suggested, lets be real, that would be a LAG fest. so this is my own little idea that could be taken by CCP cut into 1000 pieces and reformed as something very well implemented. ----------------------------------- I'm working my way through college target CCP |

MotherMoon
Huang Yinglong Namtz'aar k'in
|
Posted - 2007.07.19 00:45:00 -
[27]
Originally by: Celeritas 5k
Originally by: MotherMoon
Originally by: Celeritas 5k
Originally by: MotherMoon
Originally by: Celeritas 5k
Originally by: MotherMoon
Originally by: Fswd
Originally by: MotherMoon
Originally by: Celeritas 5k This would be cool, but it provides absolutely no benefit to shield tankers. Trust me, when your shields are gone armor and structure drop like your mommy's panties... 
that's the point :P
Ah so basically you are invulnerable?
what? no basicly you are vulnerable explain
I'm saying that since armor and structure provide almost no protection to a shield tanker, the ability to lower one's shields would provide no benefit to us. No sane shield tanker would willingly take his shields down!
Armor tanking is already better than shield tanking in many respects (i.e. more HP repair per cap usage), doesn't really need another advantage.
ah there your wrong. your passive shield regen depends on how full your shield is. meaning if your shield is pinned down, let damage go through the shields, get back up to peak regen, and then allow damage to hit them again.
thus it is a boost for passive shield tanks and active shield tanks, because the active could get back up faster.
That sounds good, but i don't think you comprehend just how quickly armor goes after shields do for a shield tanker. If I were to take my passive drake's shields down to let them regen a little, I'd be into structure before they came back 5%. And with an active tank, you don't care where your shields are, as long as they're there...
Don't get me wrong, I'd love to have this level of control over my ship, but this idea would give a buff to armor tankers over shield tankers that in my opinion isn't really needed.
good point.. you could always fit armor plate to give you more time but I see where your coming form. What if they go with the idea of taking out ship services only when the shields are down? then would be ok because armor tankers would need a boost?
of crouse my whole posr is IF IF IF. so we'll have to wait to see.
by the I get you wrong, the whole of of discussing ideas is to try to shoot each other down until you can come up with a much more clear picture.
Sorry, i really wasn't trying to shoot you down! Just pointing out that a balance would be necessary. With some balancing or a parallel boost to shield tankers it would be pretty nice to have!
gah I was trying to make sure you weren't sorry lol. thanks for your awesome feedback.
"be excellent to each other"
now maybe I should go brain strom what shield tankers could get... hmmm ----------------------------------- I'm working my way through college target CCP |

Igus
Green Gecko Inc. Freelancer Alliance
|
Posted - 2007.07.19 03:07:00 -
[28]
Edited by: Igus on 19/07/2007 03:08:00 Edited by: Igus on 19/07/2007 03:06:43 I think ideas like this are great, but i think a more generic approach would perhapses be better.
My idea would be to have a triangle slider between Tanking, Weapons, Propulsion. As you move the slider between the three points you boost one segment while reducing the effectiveness of another. This would for example allow you to go full tank, but very little weapon, and propulsion, or some other mixture.
-- Uhg, I think I need a flux capacitor
|

MotherMoon
Huang Yinglong Namtz'aar k'in
|
Posted - 2007.07.19 03:11:00 -
[29]
Originally by: Igus Edited by: Igus on 19/07/2007 03:08:00 Edited by: Igus on 19/07/2007 03:06:43 I think ideas like this are great, but i think a more generic approach would perhapses be better.
My idea would be to have a triangle slider between Tanking, Weapons, Propulsion. As you move the slider between the three points you boost one segment while reducing the effectiveness of another. This would for example allow you to go full tank, but very little weapon, and propulsion, or some other mixture.
not bad but what about the idea of shields? maybe make that tanking button into cap recharge, shield recharge, and propulsion? jsut for the sake of not nerking ships without the modules you got to make things like this be based on something every ship has when they have no modules on them.
I mean you could passive tank and turn down tanking or would that effect all tanking. I think making it cap is basicly the same thing as tanking.
but then what about passive once again. ----------------------------------- I'm working my way through college target CCP |

R Ramjet
Caldari Deathshead Inc.
|
Posted - 2007.07.19 04:29:00 -
[30]
Originally by: Igus
My idea would be to have a triangle slider between Tanking, Weapons, Propulsion. As you move the slider between the three points you boost one segment while reducing the effectiveness of another. This would for example allow you to go full tank, but very little weapon, and propulsion, or some other mixture.
You have this choice already in how you choose to fit your ship before undocking. To some extent you also have this choice already whilst in combat. - eg. I'm burning cap and shields are dropping, my choice is to engage the afterburner, boost my shields, or keep my lasers firing, but I dont have the cap for all 3...
I don't wish to knock your idea, you have obviously put some thought into it, but imho, it is unneccesary to add further controls to something we already have control over.
If they are going to add buttons, please give us some simple drone control interface!
Originally by: Asmosis Lowsec is kinda like the run-down industrial slums between the law abiding city (hi-sec) and the free open country side (0.0).
|

Illyria Ambri
RennTech
|
Posted - 2007.07.19 04:54:00 -
[31]
See now we get into the region of why the hell do armor tankers have shields?
If you want to make it so armor tankers get the ability to change their rep/cap recharge rate.. then us shield tankers demand that armor tanking ships get no shields.
You tank with armor, but you still have some shields to give you a few extra moments to get past before your actual armor tank takes over.
Once a shield tankers shields are gone.. so are they.. in a nice flashy puff of light. Once an armor tankers shields are down.. they still have their entire tank to get through.
Remove shields from armor tanking races/ships. ------------ This is not War... This is pest control - Dalek Sek
Here come the Drums!! - The Master |

MotherMoon
Huang Yinglong Namtz'aar k'in
|
Posted - 2007.07.19 04:57:00 -
[32]
wait I never said anything about that this was suppose to be a post to boost shield tankers lol ----------------------------------- I'm working my way through college target CCP |

Illyria Ambri
RennTech
|
Posted - 2007.07.19 06:25:00 -
[33]
Originally by: MotherMoon wait I never said anything about that this was suppose to be a post to boost shield tankers lol
Well remember.. no shield tanker with shields low enough tp have the optimal recharge rate kick in is gonna drop them for anything less then half there cap back.
When your shields are down.. its like getting put on the ground during a bar fight.. once that happens.. all it takes is a slight kick to the head and your done. ------------ This is not War... This is pest control - Dalek Sek
Here come the Drums!! - The Master |
| |
|
| Pages: 1 2 :: [one page] |