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Player Features and Ideas Discussion

 
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Armor rep past hull ?

Author
MasterDk78
Brotherhood of Blood and Steel
#1 - 2011-10-27 16:36:11 UTC
So you went into hull dmg? np we just use our super armor repair to build upon air (where there was former hull) and make it stick to the air.

I suggest that u cant repair past what u have in hull Twisted

100% Hull = 100% armor rep

25% hull left = 25% armor u can rep

make no sence you can repair on something that is not there...
TrollFace TrololMcFluf
Imperial Academy
Amarr Empire
#2 - 2011-10-27 17:05:08 UTC
arrr more pvp carebear tears cant adapt so they die and cry about it here

NANITES they do amazing things now quit whining
MasterDk78
Brotherhood of Blood and Steel
#3 - 2011-10-27 17:13:11 UTC
TrollFace TrololMcFluf wrote:
arrr more pvp carebear tears cant adapt so they die and cry about it here

NANITES they do amazing things now quit whining


who is whining kid?

if u did take the time to read, it was an suggestion.

now get out of my post Twisted
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2011-10-27 18:16:34 UTC
Yeah! Nerf those overpowered armour tanks!

Oh. wait...
Dusenman
Sensible People
Sigma Grindset
#5 - 2011-10-27 18:29:12 UTC
MasterDk78 wrote:
So you went into hull dmg? np we just use our super armor repair to build upon air (where there was former hull) and make it stick to the air.

I suggest that u cant repair past what u have in hull Twisted

100% Hull = 100% armor rep

25% hull left = 25% armor u can rep

make no sence you can repair on something that is not there...


It is an interesting idea; but I am not sure we really want to apply this to eve. It would make logistic ships somewhat useless. By this I mean, there are times when you lock someone and apply reps when they have just entered structure but are able to keep them alive because you can rebuild that armor buffer.

Also think about the added cost to a new player who is running mission in a poor fit ship. If he managed to warp out he may have hull and armor damage. Do this a few times and that starts to add up for someone who only has a few million isk. (Keep in mind they may not know how to fit there ships to rep said hull/ armor or have the skills to do so.)

So there are a few problems I can see in this that would need to be addressed before trying to implement it.

GM Homonoia: In other words; feel free to use the tactic, but don't be an utter and total ***.

CCP Tallest_: _And by "we have made it so", I mean Punkturis has made it so.

Tanya Powers
Doomheim
#6 - 2011-10-27 18:40:39 UTC
MasterDk78 wrote:
So you went into hull dmg? np we just use our super armor repair to build upon air (where there was former hull) and make it stick to the air.

I suggest that u cant repair past what u have in hull Twisted

100% Hull = 100% armor rep

25% hull left = 25% armor u can rep

make no sence you can repair on something that is not there...



While we can agree that rep "something" not existing seems "wtf???" this is EVE, and Eve is a game
MasterDk78
Brotherhood of Blood and Steel
#7 - 2011-10-27 18:40:50 UTC
Dusenman wrote:
MasterDk78 wrote:
So you went into hull dmg? np we just use our super armor repair to build upon air (where there was former hull) and make it stick to the air.

I suggest that u cant repair past what u have in hull Twisted

100% Hull = 100% armor rep

25% hull left = 25% armor u can rep

make no sence you can repair on something that is not there...


It is an interesting idea; but I am not sure we really want to apply this to eve. It would make logistic ships somewhat useless. By this I mean, there are times when you lock someone and apply reps when they have just entered structure but are able to keep them alive because you can rebuild that armor buffer.

Also think about the added cost to a new player who is running mission in a poor fit ship. If he managed to warp out he may have hull and armor damage. Do this a few times and that starts to add up for someone who only has a few million isk. (Keep in mind they may not know how to fit there ships to rep said hull/ armor or have the skills to do so.)

So there are a few problems I can see in this that would need to be addressed before trying to implement it.


Finally an responce i can use to something!!! thx for that Smile

about the logistic, there is remote hull rep.
and noobs.. well we all been there.. some noobs learn it the hard way, other have kind friends/guildmates.
or some might even be so clever to ask in the help channel, its very usefull :)

thx again for the nice reply, i love concrete answers.
this could ofcoz be added to the shield as well.. a ship dammaged like that, how can it produce enough power for the shield to be maxed out? :)
MasterDk78
Brotherhood of Blood and Steel
#8 - 2011-10-27 18:42:29 UTC
Tanya Powers wrote:
MasterDk78 wrote:
So you went into hull dmg? np we just use our super armor repair to build upon air (where there was former hull) and make it stick to the air.

I suggest that u cant repair past what u have in hull Twisted

100% Hull = 100% armor rep

25% hull left = 25% armor u can rep

make no sence you can repair on something that is not there...



While we can agree that rep "something" not existing seems "wtf???" this is EVE, and Eve is a game


then people would just have to learn and play it in a new way..
we could just reset everything back to once it where when eve was lounched (a game is just a game right)
MasterDk78
Brotherhood of Blood and Steel
#9 - 2011-10-27 18:42:32 UTC  |  Edited by: MasterDk78
double post ignore this one
De'Veldrin
Republic University
Minmatar Republic
#10 - 2011-10-27 18:45:01 UTC
I have two words for you: Temporary Patch.

Used to plug the holes in the hull so the armor repping nanites can lay down armor plate over the hole. Doesn't offer any strutural resistance to further hull damage - it's simply a support lattice for the layers above.

Now you have your LolRP reason for what actually happens in game.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

tankus2
HeartVenom Inc.
#11 - 2011-10-27 18:53:33 UTC
I think the best way to think about this is as follows:

someone is armor tanking, and they take 1% structure damage. This would mean that their armor can now only be restored to 99% until the hull is brought back to full. Should the armor tanking individual either bring a buddy along with a remote structure rep or have a structure rep on board, this would not be a problem as a cycle or two would bring the ship up to 100% on both fronts.

If we are going to have such synergy between armor and structure, here's something else to think about:

more hull hitpoints grant a slight buff to armor resistances or armor hitpoints, representing the hull reinforcing the armor.
more capacitance grants a slight buff to shield resistances or shield hitpoints, representing the overflow of capacitance reinforcing the shields.

Granted, the base attributes of the ship do nothing for granting bonuses, its just when you strap that large capacitor battery or that reinforced bulkhead that you begin to see the bonuses.

Final note, these would be .5% buffs or less, nothing too gamebreaking yet nice to have.

Where the science gets done

el alasar
The Scope
Gallente Federation
#12 - 2011-10-27 19:12:28 UTC
-1 from my side.

being in hull doesnt mean something has disappeared. it is just bent, loose,... structural integrity gets lost to hold the air you breath in the ship. after all, a ship is a high pressure chamber. and armor is just plates put around the outer hull of steal beams holding the ships together. what you should discuss is how it can be that a ship being badly damaged still has all its modules working perfectly?

but, i would like to see some hull repper logistics - i thought real men hull tank???

armor repping in itself needing cap is hard enough and not really overpowered i think.

check the moderated 10000 papercuts evelopedia page! http://wiki.eveonline.com/en/wiki/Little_things_and_ideas_-_low_hanging_fruit_-_10000_papercuts comment, bump(!) and like what you like

MasterDk78
Brotherhood of Blood and Steel
#13 - 2011-10-27 19:56:29 UTC
tankus2 wrote:
I think the best way to think about this is as follows:

someone is armor tanking, and they take 1% structure damage. This would mean that their armor can now only be restored to 99% until the hull is brought back to full. Should the armor tanking individual either bring a buddy along with a remote structure rep or have a structure rep on board, this would not be a problem as a cycle or two would bring the ship up to 100% on both fronts.

If we are going to have such synergy between armor and structure, here's something else to think about:

more hull hitpoints grant a slight buff to armor resistances or armor hitpoints, representing the hull reinforcing the armor.
more capacitance grants a slight buff to shield resistances or shield hitpoints, representing the overflow of capacitance reinforcing the shields.

Granted, the base attributes of the ship do nothing for granting bonuses, its just when you strap that large capacitor battery or that reinforced bulkhead that you begin to see the bonuses.

Final note, these would be .5% buffs or less, nothing too gamebreaking yet nice to have.


+1 from me
David Xavier
The Capsuleers of Unconscious Thought
#14 - 2011-10-27 21:25:28 UTC
tankus2 wrote:
I think the best way to think about this is as follows:

someone is armor tanking, and they take 1% structure damage. This would mean that their armor can now only be restored to 99% until the hull is brought back to full. Should the armor tanking individual either bring a buddy along with a remote structure rep or have a structure rep on board, this would not be a problem as a cycle or two would bring the ship up to 100% on both fronts.



What about shields ? I can decimate a shield tanker into 1% hull and they can replenish their shield just fine not to mention it does so quite fast without any boost in some cases a la passive shield tankers? While armor tanking ships need two slots dedicated just for repairing

About ship armour, I am sure it can support itself (like an insect's carapace) without the need of internal structure. Hell even ships of our times are built that way.

I don't suffer from insanity.. I enjoy it !

Tidurious
Blatant Alt Corp
#15 - 2011-10-28 00:51:33 UTC
I think this is an interesting idea - I also agree that there may be some logic behind it in the "real world". However, EVE is a game. This change would be a change in one of the FUNDAMENTAL game dynamics. I believe that this change would be too much for the EVE community and is not necessary - I don't see a NEED to make this change.

i agree that you're thinking rationally, but I cannot support this change in EVE.