Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Captain Moiraine
|
Posted - 2008.05.06 09:52:00 -
[1]
Not sure if this idea has been mentioned before but I believe that the way structure damage works could be way more ... awesome.
Don't get me wrong, I love how your ship starts to flame and all but I reckon you take it further. As your ship goes into structure the following things should be possible:
Modules take damage (much like over-heating) and eventually can be put offline. The core systems of the ship start to fail, this may include:
- Shield recharge failure
- Capacitor recharge failure
- Warpdrive failure (LOL stranded)
- Locking failure
- Cargo breach
- Overview failure
- Map failure
- Communications failure (LOL no chat )
- Propulsion failure
- Maneuverability failure
- Cascade failure (pretty much the ship can't support life anymore and you pod, but the ship doesn't explode)
I think that the damage should be randomized, sometimes nothing will fail and your ship just explodes as normal when structure reaches zero OR sometimes sh*t hits the fan and most of the systems/modules fail.
"Failure" could be in different strengths. For example, Locking failure , it may mean that every now and then some of your locks will break OR if the damage was severe enough not being able to lock at all.
To balance this out a bit structure HP will probably have to be increased. This will bring an epic feel to close fights or fleet engagements when you return home in a flaming ship thats seems that pieces are falling off as you go. It also make Hull Repairers a lot more useful as repairing structure would restore the ships systems and Nanite Repair Paste would have a wider use (to repair the modules).
I'm just throwing some ideas around, flame or contribute if you wish. |
Eleana Tomelac
Gallente Through the Looking Glass
|
Posted - 2008.05.06 09:59:00 -
[2]
Some people actually structure tank, but a simple tweak would be that the reinforced bulkheads reduces greatly the module damage on structure loss. |
Captain Moiraine
|
Posted - 2008.05.06 10:01:00 -
[3]
Originally by: Eleana Tomelac Some people actually structure tank, but a simple tweak would be that the reinforced bulkheads reduces greatly the module damage on structure loss.
I like your thinking. |
Captain Moiraine
|
Posted - 2008.05.07 05:53:00 -
[4]
What do other people think? |
Pliauga
|
Posted - 2008.05.07 06:02:00 -
[5]
Well, I think you do get module damage when you go into structure (deep structure). I once warped out with 10% structure remaining and found myself repairing the modules.
Disabling the warpdrive, please no. Unles you fly nano.
I Like your other ideas, but for them to be realistic, I think that space battles would have to last much, much longer then they do now.
|
Thenoran
Caldari Knights of MADD Accord Corporate Enterprise Syndicate
|
Posted - 2008.05.07 08:40:00 -
[6]
Neatest thing would be pieces of your ship actually being blown off. |
Ordon Gundar
Caldari Kingfisher Industries
|
Posted - 2008.05.07 14:44:00 -
[7]
Originally by: Thenoran Neatest thing would be pieces of your ship actually being blown off.
A brilliant concept, but lag is bad enough as it is without the server having to load a hundred new skins for your ship showing pretty scorch marks and hole in the structure!
"Stay Small..Fly Fast..Keep Your Ship" - Ordon Gundar - Low Sec Survivalist & CEO of Danger Zone Enterprises |
Slate Fistcrunch
|
Posted - 2008.05.07 14:50:00 -
[8]
Different races have different amounts of structure HP percentages. Your proposal would be a Gallente nerf for example. Most larger Gal ships fit a DC and that structure buffer is sometimes the difference between life and death.
Your idea is certainly interesting but for the most parts a ship in structure won't be lasting very long so the effects you propose wouldn't be seen but for a few seconds.
CCP has talked previously about subsystem targeting. I would suggest integrating your ideas into those proposals.
|
Eleana Tomelac
Gallente Through the Looking Glass
|
Posted - 2008.05.07 15:39:00 -
[9]
Originally by: Slate Fistcrunch Different races have different amounts of structure HP percentages. Your proposal would be a Gallente nerf for example. Most larger Gal ships fit a DC and that structure buffer is sometimes the difference between life and death.
Your idea is certainly interesting but for the most parts a ship in structure won't be lasting very long so the effects you propose wouldn't be seen but for a few seconds.
CCP has talked previously about subsystem targeting. I would suggest integrating your ideas into those proposals.
Any structure holding for more than two seconds uses a damage control. So, the damage control could limit the damage to modules, thus making the gallente high structure still useful. Also, if the damage dealt to modules depends on the % damage done to your structure amount, it could be ok. This way, modules on gallente ships wouldn't be more damaged when at 10% than another race ship would be at 10%. So you have to deal more structure damage to the gallente in order to have it take that module damage. -- Pocket drone carriers (tm) enthousiast !
Assault Frigates MK II |
Blutreiter
Amarr Digital Fury Corporation Digital Renegades
|
Posted - 2008.05.07 15:43:00 -
[10]
I would love to see some damage actually leak through shields/armor, although in absolute minimal amounts. A bit like the damage that can go through shields to armor, before you train the proper skills for avoiding that.
My point is, damage should begin to penetrate your outer shell much sooner, depending on the hit quality. Due to this, you could start to accumulate damage on your modules.
This fits perfectly with the image of hitting weak spots. Also it evens out massive buffertanks, because if you have an active tank, you're more likely to rep up to full armor/shield and as such, reduce the possibility to recieve critical damage, making the minmatar and gallente repairbonus slightly more feasible actually. (not saying it's bad, but i saw enough complaints)
This also creates a luck based possibility to take on large ships without blobbing the hell out of them. You just need to be aggressive enough.
In my opinion, let mods run at full power until 25% and then gradually weaken them until they're inoperable.
Example: Plates lose some maximum HP... Weapons lose tracking/range/damage/ammo... MWD loses thrust... ECM loses range... ...you get the idea.
General ship attributes should not be harmed.
Good idea, bad idea?
Cogito ergo boom - I think i'll blow sh*t up
Originally by: CCP Explorer I know we have said this before, but this time we really mean itÖ
|
|
Blutreiter
Amarr Digital Fury Corporation Digital Renegades
|
Posted - 2008.05.07 15:47:00 -
[11]
Forgot to add, this also creates an isk-sink if the pilot cannot be bothered to repair his ship himself.
Also reduces the life-expectancy of ships that fly non-stop in space without repairing properly. (nonstop 0.0 ratters, afk scouts?)
Cogito ergo boom - I think i'll blow sh*t up
Originally by: CCP Explorer I know we have said this before, but this time we really mean itÖ
|
Cpt Hound
Republic Military School
|
Posted - 2008.05.07 17:59:00 -
[12]
The time when a ship enters structure and is blown up is at tops few seconds. I don't see a point for that unless ships got really high structure resistance or huge structure hp.
|
Gage Fox
|
Posted - 2008.05.07 18:22:00 -
[13]
Originally by: Captain Moiraine
- Shield recharge failure
- Capacitor recharge failure
- Warpdrive failure (LOL stranded)
- Locking failure
- Cargo breach
- Overview failure
- Map failure
- Communications failure (LOL no chat )
- Propulsion failure
- Maneuverability failure
- Cascade failure (pretty much the ship can't support life anymore and you pod, but the ship doesn't explode)
also adding to this making one class of ships or race prone to a certain thing like amarr prone to cap failures and min prone to propulsion failure stuff like that
|
Velox Idolon
|
Posted - 2008.05.07 19:28:00 -
[14]
I don't think personally this is a good idea, especially the being stranded bit...
However, if you were going to introduce racial failures at high structure damage,
then the minmatar would lose capacitor (losing the least developed system makes more sense than losing the most developed),
amarr would lose propulsion,
caldari would lose manuverability,
and gallente would lose locking (im scrabbling a bit for gallente, the others seem to make sense, but I cannot decide what gallente should lose).
|
Captain Moiraine
|
Posted - 2008.05.08 00:08:00 -
[15]
I can why people don't like the whole stranded idea but it would happen very rarely as other people said once your in structure chances are you're going to die anyway. But if you can imaging an awesome battle where you only just beat them but your Microwarp drive is disabled then you have to organize a rescue mission or find a way to repair it before the enemy returns to finish you off (sorry, i've been watching a lot of Star Trek recently).
Another possibility is your structure may become so damaged that it loses more and more structure over time so it's a race against time to repair your ship.
Having some damage leak into structure will also solve those annoying stalemates where two people are fighting and have more tank than damage.
|
Marcus Gideon
|
Posted - 2008.05.08 01:46:00 -
[16]
Star Trek is notorious for engines, life support, and transporters to be the first things broken at the drop of a hat.
However, I could see this idea evolving into something equally Trek-esque. Like "Target their engines and weapon systems"
Getting into structure effects on ships systems would grow into firing to disable instead of destroy. Then Pirates aren't just ransoming you with a general "You have 1% hull left, so pay me or die" but instead can say "You know you can't run or fire, so pay me or die". In fact, if systems can be purposefully targetted, then entire modules could be destroyed instead of just offlined. A well placed hit could have you shopping for new guns and gear after the battle.
If anything like this were added, then ships would obviously have to last longer once brought down to hull.
|
Anubis Xian
Reavers
|
Posted - 2008.05.08 01:49:00 -
[17]
I've long thought that all ships in Eve should get 100x more hull hp than they have now. Shisp would still die ultimately, but more realistically and have the chance to be salvaged intact if the owner decides to eject rather than sit around in a broken ship.
Would certainly bring real piracy back.
Originally by: CCP Oveur The client handles no logic, it is simply a dumb terminal.
I'm the Juggernaut, *****! |
Pliauga
|
Posted - 2008.05.08 08:38:00 -
[18]
Originally by: Anubis Xian I've long thought that all ships in Eve should get 100x more hull hp than they have now. Shisp would still die ultimately, but more realistically and have the chance to be salvaged intact if the owner decides to eject rather than sit around in a broken ship.
/signed
The OPs' suggestion would only really make sense (game mechanics wise) if ships would have alot more structure HP.
That would also fit with CCPs' idea about prolonging combat and making targeting seapate modules possible.
My take on this would be:
Give ships more structure HP (as proposed by Anubis, maybe slightly less), and when your ship losses about twice the structure it has now, all those efects suggested by the OP could start taking place randomly.
|
Tarel Necor
Minmatar Brutor tribe
|
Posted - 2008.05.08 10:04:00 -
[19]
In game at the moments there is something along this line when taking structure damage your mods already take damage granted very small amount and not always noticeable.
However if you have pushed your mods to the limit with heat this damage is more than enough to push a few over the edge.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |