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Griptus
United Coalitions ZADA ALLIANCE
8
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Posted - 2012.02.17 14:55:00 -
[1] - Quote
An engineering module conceptually similar to Damage Control.
Coverts a % of damage taken to shield and armor into capacitor energy!
Possible variations: Medium power slot version Active with very low cap usage (same as Damage Control) Limit one per ship. Only works with one of two scripts: Shield script converts a large % of damage to shield into cap energy. Armor script converts a large % of damage to armor into cap energy.
Low power slot version Passive Generates a moderate amount of energy from damage to shield and armor. No stacking penalty.
Effectiveness increased by skills. |

mxzf
Shovel Bros
651
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Posted - 2012.02.17 15:02:00 -
[2] - Quote
So now sieged dreads and triaged carriers will be able to permarun their tanks using incoming fire to fuel their cap. Sounds exploitable.
Why would this module be needed? What role that is worthwhile to the game as a whole would it fill? "It would be cool" or "wouldn't it be neat if..." aren't sufficient justification for adding stuff to the game, it needs a purpose too. |

Tinu Moorhsum
Royal Scientific Research Enterprise
30
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Posted - 2012.02.17 15:09:00 -
[3] - Quote
Griptus wrote:An engineering module conceptually similar to Damage Control.
Coverts a % of damage taken to shield and armor into capacitor energy!
Possible variations: Medium power slot version Active with very low cap usage (same as Damage Control) Limit one per ship. Only works with one of two scripts: Shield script converts a large % of damage to shield into cap energy. Armor script converts a large % of damage to armor into cap energy.
Low power slot version Passive Generates a moderate amount of energy from damage to shield and armor. No stacking penalty.
Effectiveness increased by skills.
OMG... LOL ... if you want to run your level 3 missions without dying then train some skillzzzzz
T-
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Grey Azorria
Federation Industries
55
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Posted - 2012.02.17 15:31:00 -
[4] - Quote
Griptus wrote:An engineering module conceptually similar to Damage Control.
Coverts a % of damage taken to shield and armor into capacitor energy!
Possible variations: Medium power slot version Active with very low cap usage (same as Damage Control) Limit one per ship. Only works with one of two scripts: Shield script converts a large % of damage to shield into cap energy. Armor script converts a large % of damage to armor into cap energy.
Low power slot version Passive Generates a moderate amount of energy from damage to shield and armor. No stacking penalty.
Effectiveness increased by skills. Other than the low cap usage, how is this similar to a DCU?
Also, no, it makes active tanking WAY to easy. Do not argue with an idiot. He will drag you down to his level and beat you with experience. |

Kelly Kavanagh
Center for Advanced Studies Gallente Federation
3
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Posted - 2012.02.17 16:14:00 -
[5] - Quote
It's more like cap boosters without the cap charges.
I like it. |

Stonecrusher Mortlock
University of Caille Gallente Federation
22
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Posted - 2012.02.17 16:47:00 -
[6] - Quote
mxzf wrote:So now sieged dreads and triaged carriers will be able to permarun their tanks using incoming fire to fuel their cap. Sounds exploitable.
Why would this module be needed? What role that is worthwhile to the game as a whole would it fill? "It would be cool" or "wouldn't it be neat if..." aren't sufficient justification for adding stuff to the game, it needs a purpose too.
its needed because we like making the game have 94735678346056340756034795634075 billion fitting options.
besides FLY WINMARTAT
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HELLBOUNDMAN
Aliastra Gallente Federation
30
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Posted - 2012.02.17 17:02:00 -
[7] - Quote
I missread the OP... So i'm gonna try this again..
This sounds like a decent idea until you get down to the grit of it.
Capitals already have a massive tank, if you were able to convert incoming damage to capacitor, then they'd never go down.
T3's would be damn near unstoppable, cause you can barely hit them, and when you do hit them, it just gives them more cap to run tank or whatever..
Not to mention this negates the purpose of cap neuting modules. |

Griptus
United Coalitions ZADA ALLIANCE
10
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Posted - 2012.02.17 17:07:00 -
[8] - Quote
HELLBOUNDMAN wrote: This sounds like a decent idea until you get down to the grit of it.
The "grit of it" would be the actual numbers which we can't "get down to" because I didn't include them. I leave the numbers for CCP to work out.
Your assumption that the numbers would be so high as to enable permatanking, undermine neutralizers, and make players favor tanks over dps... you're basically implying that the devs at CCP are incompetent. |

HELLBOUNDMAN
Aliastra Gallente Federation
30
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Posted - 2012.02.17 17:12:00 -
[9] - Quote
Griptus wrote:HELLBOUNDMAN wrote: Uhh, it might just be me, but isn't this exactly what armor reps and shield boosters do ALL THE TIME?
No. Reps and boosters convert cap energy into additional hit points. These Damage Capacitor modules would convert a percentage of lost hit points into cap energy.
Yeah, I changed my comment because I misread the OP.. sorry about that, but either way i don't think it's a good idea because it would cause a huge imbalance in the game... This would actually cause pilots to not want to fly high damage, heavy hitting ships because they more damage they do, the less damage they're getting out of it, and the more cap you have.
I can sit there in a frig shooting you a million times and accomplish just as much or maybe more than a battleship hitting you with 1k dps...
Could you imagine one of these on a 100mn tengu??? Not only would it be hard as hell to hit, but every time you hit it, you're just making sure he last that much longer |

Bubanni
SniggWaffe EVE Corporation 123566322353
83
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Posted - 2012.02.17 17:57:00 -
[10] - Quote
I think its I nice idea as long as its not more effective than a cap booster :p |
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Bearilian
Man Eating Bears
91
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Posted - 2012.02.17 21:23:00 -
[11] - Quote
If i saw this idea i would be ok with it with only one of two restrictions. the first is that it gives a minimal benefit. kinda like reactor control units, that boost many attributes slightly. or the second would be that it doesnt actally stop the damage, only harnesses the power of impact and converts to cap. thats how i could see it maintaining the ballance we have with tanking as is. |

HELLBOUNDMAN
Aliastra Gallente Federation
30
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Posted - 2012.02.17 22:02:00 -
[12] - Quote
Bearilian wrote:second would be that it doesnt actally stop the damage, only harnesses the power of impact and converts to cap.
This would work...As long as it didn't actually draw away from the incurred damage, then sure, you could use it. However, I don't know that anyone would, cause I would assume that a cap recharger, or cap flux/cap relay would be more effective.
Now, if you combined this with a resistance module it might work.
I.E. Lets say you fit a em resist mod. This module would be an active resist similar to current active em resists mods, but would give you less resistance in exchange for allowing it to harness the incurred damage of that specific type and use the energy to boost your cap.
It might work well that way, but again, it would have the penalty of less resistance than a standard active module in exchange for cap boosting through the related damage type. |

Griptus
United Coalitions ZADA ALLIANCE
13
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Posted - 2012.02.17 23:46:00 -
[13] - Quote
Bubanni wrote:I think its I nice idea as long as its not more effective than a cap booster :p Cap booster charges are limited to 800gw. So these modules, which are % based, would probably be more effective for capital ships than for sub capital ships, except maybe tier 3 and t2 battleships. |

Bearilian
Man Eating Bears
92
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Posted - 2012.02.18 02:45:00 -
[14] - Quote
Griptus wrote:Bubanni wrote:I think its I nice idea as long as its not more effective than a cap booster :p Cap booster charges are limited to 800gw. So these modules, which are % based, would probably be more effective for capital ships than for sub capital ships, except maybe tier 3 and t2 battleships. Thats a good point but not entirely true. % bunos would not be its only benefit over cap boosters (for large ships), because its effects of cap boosting comes at the time that damage comes in. so even smaller ships could potentially be getting a more constant supply of cap as apposed to waiting for the cycle timer. whether that would be more or less beneficial would depend apon both the individual cicumstances, but mostly on how ccp would attempt to balance the attributes and bonuses. |

CaleAdaire
0ne Percent. Transmission Lost
21
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Posted - 2012.02.18 04:38:00 -
[15] - Quote
mxzf wrote:So now sieged dreads and triaged carriers will be able to permarun their tanks using incoming fire to fuel their cap. Sounds exploitable.
Why would this module be needed? What role that is worthwhile to the game as a whole would it fill? "It would be cool" or "wouldn't it be neat if..." aren't sufficient justification for adding stuff to the game, it needs a purpose too. What he said...
"Everyone in fleet, target friendly Moros, begin firing...." continue until siege ends.
-1 |

CaleAdaire
0ne Percent. Transmission Lost
24
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Posted - 2012.02.18 21:45:00 -
[16] - Quote
This has to be a troll thread... Griptus liked my comment. |
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