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Jikx Everproud
Caldari Cold-Fury
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Posted - 2007.11.21 01:11:00 -
[1]
Edited by: Jikx Everproud on 21/11/2007 01:23:12 Rigs were introduced to add a "flexibility" to ship setups, but look what has happened! People use them as nothing more than extra slots of further boost innate ship roles (more tank, more speed, faster scans).
BORING!
What I am proposing is the addition of new "rigs" aptly called "hacks". These hacks alter key module specs (with penalties) ONLY when the modules are heated, and INSTEAD of normal overload bonuses. The new bonses are applied to the module effects. Hence, they are used only when flexibility in your current setup is needed.
Here are some example "hacks":
Missile fast burn fuel hack: Overrides the default fuel mix of missile launchers to give missiles greater speed at the expense of missile damage. Only active while launcher is overloaded. Missile Speed: +50% Missile Explosion Speed: +50% Missile Damage: -80%
Afterburner Emergency Overload Hack: Overrides the safety controls on afterburners to give massive increase to speed, at the expense of flight stability and increased fuel usage. Only active while afterburner is overloaded. Max acceleration: +150% Capacitor Usage: +100% Agility: -50%
Railgun magnetic ammunition fragmentation hack: Overrides the magnetic field controllers on railguns to cause ammunition to fragment within the barrel. This allows small vessels to be hit at the expense of decreased damage and increased turret heat damage. Only active while turret is overloaded. Turret Optimal Range: -60% Turret Damage Modifier: -80% Turret Tracking: +300% Signature Radius: -60% Heat damage: +100%
Energy Diversion: Shield to Capacitor hack By inverting the electronics of shield boosters, the shield can be drained and energy added to the capacitor. Only active while shield booster is overloaded. Shield Bonus: -175% Activation cost: -200%
Emergency Cloaking Hack By overriding the safety cooldown sequence of cloaking devices, this hack allows for a faster reactivation of the cloak. This comes at the expense of heavy damage to the device. Only active while cloaking device is overloaded. Reactivation delay: -80%. Heat Damage: +1000%.
Sensor Booster Resolution Hack: By focusing the multiple arrays on a sensor booster onto a single target, targeting times can be significantly increased at the cost of sensor range. Only active while sensor booster is heated. Scan resolution bonus: +50% Targeting Range bonus: -100%.
Stasis webifier entanglement hack: Boosts the range of stasis webifiers by overloading the entanglement energy streams, at the cost of webifying ones own ship in the process. Only active while stasis webifier is heated. Optimal Range: +50% Max Velocity (your ship): -80%.
Warp Jamming Range Hack: Boosts the range of warp jamming modules, at the expense of warp jamming ones own ship. Only active while warp jammer is heated. Optimal Range: +30% Warp Stength (you ship): -1
And finally, the ultimate hack!
Shipwide Hack Stage 1: High slots This first stage of shipwide hacking increases the overload bonus of all highslot modules, at the expense of increased heat damage. If used in conjunction with Stage 2 (mid-slots), and Stage 3 (low-slots), ship-specific bonuses gain an additional 5% while all slots are overloaded. Only active while all high slot modules are heated. Overload Bonus: 5% Heat Damage Increase: 10%.
Naturally, the bonuses and drawbacks here are just examples and will require balancing. How does one get ahold of these "hacks"? Easy! They are dropped only by rats/pirates (storyline wise they would by more likely to use such hacks), and will be cheaper compared to rigs because of their drawbacks.
What I am proposing is basically to increase the flexibility of ships in a way that is selectable for the situation, yet with drawbacks so the player needs to be very careful about when it is used. --- I'm doing my part too! |

The Herrick
Gallente Eve University Ivy League
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Posted - 2007.11.21 01:42:00 -
[2]
This does sound really interesting I love the hack that turns railguns into thermal shotguns. But yeah this + scripts could add a lot more variations in how you could use your ship in a fight.
/signed
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Kenneth McCoy
Vale Heavy Industries Molotov Coalition
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Posted - 2007.11.21 01:50:00 -
[3]
Interesting idea, but rigs will stay. A nice side effect of rigs is the cost. It will turn a 20 mil 'ceptor into a 100M+ investmant. Rigs work great, not that your idea isn't valid.
My opinions and views are not the official views of my Corp. |

Richard Phallus
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Posted - 2007.11.21 03:43:00 -
[4]
Edited by: Richard Phallus on 21/11/2007 03:43:29
Originally by: Kenneth McCoy Interesting idea, but rigs will stay. A nice side effect of rigs is the cost. It will turn a 20 mil 'ceptor into a 100M+ investmant. Rigs work great, not that your idea isn't valid.
He wasn't calling for the removal of current rigs. He says add new type of rigs, hell he may have just described tech 3  |

James Swindle
Caldari Caldari Provisions
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Posted - 2007.11.21 04:39:00 -
[5]
These sound kinds like the ARM Scripts coming in Trinity.
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Archomis
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Posted - 2007.11.21 23:09:00 -
[6]
Originally by: James Swindle These sound kinds like the ARM Scripts coming in Trinity.
From what I've seen, the ARM scripts have no downfall, and don't exactly increase "versatility" as described here. Bring hacks now! It would make combat so much more interesting..
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Valea
Wrath Of Khaine
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Posted - 2007.11.21 23:33:00 -
[7]
Rigs were a massive disappointment. There are only a handful of rigs worth using, so there is very variation among ship setups. I was expecting a total overhaul of my ship, something like half cpu but 50% more warp scram range, something that totally changes the way a ship is flown. Unfortunately all we get is 90% cccs, which have no drawbacks, and the occasional damage or resist rig.
Eve really should have custom ships, with a algorithms to determine how expensive a custom ship is to create vs how good it is, but at least something like this proposal would add some of the diversity I was hoping for with rigs. --- signature removed - please email us to find out why (include a link to the image URL) - Jacques([email protected]) |

Cybarite
Gallente Aristotle Enterprises Ethereal Dawn
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Posted - 2007.11.21 23:44:00 -
[8]
this is a good Idea, the best way to balence the game IMO is to flood it with so many setup options that no one can really know what will be the most effective, I like the Idea that noone would have any Idea what a given ship was capable of because there are too many variables to consider. ... Why do I PvP? Because I love the feeling I get when I see the pretty lights and know that someone somewhere is screaming incoherently at their computer screen. |
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ISD Valorem
Amarr ISD STAR

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Posted - 2007.11.21 23:49:00 -
[9]
Moved from General Discussion to Features and Ideas.
forum rules | CAOD Rules | [email protected] | Our Website |
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.22 01:52:00 -
[10]
/signed
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Elias Riker
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Posted - 2007.11.22 06:42:00 -
[11]
Great Idea
/signed
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Flawliss
Gallente The Dead Parrot Shoppe Inc. Brutally Clever Empire
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Posted - 2007.11.22 08:04:00 -
[12]
This would also push more people to explore heat, added with the Announced "nano paste" for space repair of heat damage it could add alot of interesting tactics with heat and produce a more seat of your pants enviorment. Could be exciting
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Thunderbird Anthares
Crimson Star Empire FREGE Alliance
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Posted - 2007.11.22 10:01:00 -
[13]
/signed also,i want these in "separate" place than mods or rigs and use a different statistic than rigs do,and changeable
in fact,best would be to learn your character these and activate them on your discretion wherever needed,only logical since its basically hacking the ship safety mechanisms and not fitting anything would definitely be interesting if implemented together with massive HP boost and subsystem targetting ------------------------------------------------ When you get to the end of your journey,everything that really matters is the journey itself. |

Ellaine TashMurkon
CBC Interstellar
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Posted - 2007.11.22 10:28:00 -
[14]
We will have scripts, and scripts that work only on overheated modules are a very good idea indeed :)
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