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Thread Statistics | Show CCP posts - 5 post(s) |
GeeShizzle MacCloud
59
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Posted - 2012.02.24 22:05:00 -
[1] - Quote
CCP u guys need to fix all ur in game items that have an infinite attributes!!!!!!!!!!!!!!!!!!!!!!
ill give you some examples and how you guys sidestepped the issue to try fix the symptoms rather than the route cause.
Titans AoE DD - affecting all on grid (changed to single high alpha on one target) Titans infinite tracking DD - DD hitting anything for max damage (changed to only be used on caps) SuperCaps immunity to EWAR (still an issue and a restriction to the tactical combat sandbox)
They are the 3 most obvious but there are more areas of Eve Online that have these.
especially when you consider the level at which Eve is played by people... when is an infinite variable a good idea in a game like this?
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GeeShizzle MacCloud
59
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Posted - 2012.02.24 22:25:00 -
[2] - Quote
EWAR mods need to be iterated upon to add more options to the current battlefield. like how rigs were changed from 1 size to 3 differing sizes, ewar mods need to be expanded upon to make more sense and to scale properly for the ships theyre used on.
so all EWAR mods would be broken into 4 sizes:
- Small
- Medium
- Large
- Capital
Then take those modules and change their %age attributes to be discrete values balanced to their sizes. specialised t2 ships with bonuses to those modules get an attribute modifier on those modules. Add a few lines of code to make sure multiples of these modules applied to a target still submit to stacking penalties.
Basically to fix the ridiculous scenario that the same module used by a frigate has the same effect on target as the same one used by a capital. This would open up many more options for fleets gangs and squads to utilise larger ships for better results using EWAR modules. adding to the risk reward mechanic of Eve.
It would also pave the way for:
- Supercaps having their EWAR immunity removed
- Allows capitals like carriers many more roles and possibilities in Cap fleets.
- Allows more natural counters to Supercap blobs that arent the rediculous 1000 rifter idea.
- Adds to the Sandbox nature of Eve Online instead of forcing the more 'endgame' elements of it into a pre-defined 'mold'.
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GeeShizzle MacCloud
59
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Posted - 2012.02.25 01:51:00 -
[3] - Quote
Elanor Vega wrote:GeeShizzle MacCloud wrote:EWAR mods need to be iterated upon to add more options to the current battlefield. like how rigs were changed from 1 size to 3 differing sizes, ewar mods need to be expanded upon to make more sense and to scale properly for the ships theyre used on. so all EWAR mods would be broken into 4 sizes:
- Small
- Medium
- Large
- Capital
Then take those modules and change their %age attributes to be discrete values balanced to their sizes. specialised t2 ships with bonuses to those modules get an attribute modifier on those modules. Add a few lines of code to make sure multiples of these modules applied to a target still submit to stacking penalties. Basically to fix the ridiculous scenario that the same module used by a frigate has the same effect on target as the same one used by a capital. This would open up many more options for fleets gangs and squads to utilise larger ships for better results using EWAR modules. adding to the risk reward mechanic of Eve. It would also pave the way for:
- Supercaps having their EWAR immunity removed
- Allows capitals like carriers many more roles and possibilities in Cap fleets.
- Allows more natural sandbox counters to Supercap blobs using EWAR that arent the rediculous 1000 rifters with sensor dampeners idea.
- Adds to the Sandbox nature of Eve Online instead of forcing the more 'endgame' elements of it into a pre-defined 'mold'.
In EWAR group, i hope you putted tackle modules too. Its just stupid that one little frigate can tackle any ship in the game and kill their warp drives. If any small ship could tackle larger ships, then that ship should be specialized in tackle.
i would include tackle mods in that, although most tackle mods are already a discrete value... their granularity i think needs to be increased. you will still be able to have specialised ships that can tackle larger class ships by having inherent attribute modifiers assigned. Plus the people who think changing EWAR attribute from %ages to discrete values will remove stacking penalties on a target, thats seriously such an easy thing to code against. |
GeeShizzle MacCloud
61
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Posted - 2012.02.25 11:25:00 -
[4] - Quote
i was with you right to the end...lol!
one of the cornerstone thoughts was that the larger more powerful modules would be more effective on a target than the smaller mods with possibly the exception of propulsion and bonused modules being used on the appropriate t2 ships. Prop jammers would have a turret tracking attribute so although the mods strength could be overwhelming... a well fit and well piloted ceptor would still be effective and hard to nail down by a large ship. |
GeeShizzle MacCloud
61
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Posted - 2012.02.25 13:05:00 -
[5] - Quote
failed click on quote rather than edit without realising!
*facepalm!* |
GeeShizzle MacCloud
85
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Posted - 2012.03.25 11:01:00 -
[6] - Quote
heyy CCP SoniClover..
great presentations btw! have done a few b4 and know battling nerves can be difficult, u did well bro
My main issue with Mods currently are the strange situation that most modules that fit on a Cap can also it on a frigate and generally they both have the same level of effect (obviously %age modules that take into account the ship its fitted on are relatively exempt from this)
this limits the use of Larger ships in a fleet for stronger more effective tactical opportunities as well as further including the risk reward mechanic ill give you an example
Gate Cam an interceptor, assault frig and a sabre are guarding a gate with a carrier providing remote reps and assigning fighters. one of the ceptors and the sabre have a remote sensor booster mod to allow a boost to catch smaller ships trying to slip through (the carrier is superfluous typically in this scenario
The remote sensor booster mods all work at the same level regardless of what ship theyre on. though theyre subject to stacking penalties of course This means there is absolutely no reason for a Cap ship to use that module as there are much more effective mods it can use if in that scenario (cap regen, sebo for quicker locking to ships to provide remote rep This situation in effect limits the use of both modules and ships in various situations. However providing ships with modules of varying sizes has allowed interesting and innovative combat setups that we've already seen in combat (heavy neut curses for example and the new tier 3 BC's)
so in reference to the situation above it can be augmented by allowing the Carrier to fit a capital remote sensor booster. this would provide a significantly increased bonus to scan resolution than small or medium versions of this on the interceptor. Of course playing with percentages would be required to get the balancing right on the new modules
So TL;DR...
Iterate on Modules first by getting the most use out of the used mechanics we have right now, by changing Ewar/prop jamming/assist mods into 4 new size groupings (Small/Medium/Large/Capital) and staggering the bonuses/effectiveness accordingly, whilst still keeping the stacking penalties
this would add a ton more tactical opportunities to both subcap and capital warfare, and greatly fuel the risk vs reward incentive |
GeeShizzle MacCloud
142
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Posted - 2012.05.14 19:51:00 -
[7] - Quote
Light versions of sentry drones that are tractorable (ie u can lock on to them and pull them around with you with a small tractor beam.
Tech 2 bombs to go with the terribad tech 2 bomb launcher (to hopefully not make it so bad)
Passive module a bit like the resist shifting module but shifts the resists to be higher towards the actively selected locked target, and has a tracking value so that positional play on a batttlefield isnt only a range war. |
GeeShizzle MacCloud
166
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Posted - 2012.08.17 16:19:00 -
[8] - Quote
capital ewar/ecm mods. supercaps can be immune to normal subcap ecm/ewar but vulnerable to capital ewar/ecm mods.
whether these capital ecm/ewar would have huge effects on subcaps is debatable. but if so you could introduce this to make sure its not OP'd:
if midslot tackling/ewar/ecm could also get tracking attributes that would help small ship combat in large fights too. and with that you could expand the range of all these mods to small med and large like other mods... with different strengths and tracking attributes.
small ships couldnt fit large tackling mods for example, unless its a crazy fit on a t2 ceptor bonused to reduce tackling mod fitting requirements.
large ships could fit more powerful mods but their tracking is slower and smaller ships can get under the tracking to survive.
this would add a new level of ewar/ecm to all tiers of combat all the way from frigs to titans, whilst making small ship combat more viable in larger situations, and aiding in making more roles and tactical opportunities for carriers both in subcap fights and supercap fights.
and it would also aid in the tactical opportunities to fight against massive supercap blobs without submitting to the rediculous game breaking idea of 1000's of ec300 drones permajamming supercaps. |
GeeShizzle MacCloud
301
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Posted - 2013.04.08 18:31:00 -
[9] - Quote
Heres a few thoughts on current mods that add flexability, functionality and more playable options for many people...
1) Split all tackle mods into 3 sizes like rigs were split into 3 sizes.
Add tracking element to the 3 sizes of tackle mods: small = fast med = moderate large = slow
add range modifiers for the tackle to the three sizes: small =short medium = intermediate large = long
2) Add Capital EWAR mods that work only on capitals and supers and can only be fit on capitals due to fitting restrictions. Carriers/ dreads should require fitting mods in order to fit them.
Change titans to have bonuses to capital Ewar mods in order to spice up supercapital fights and give titans a role in lowsec and a reason to include them in a fight beyond DD's.
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