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Drones the eusocial weapon type

Author
Digital Messiah
Center for Advanced Studies
Gallente Federation
#1 - 2013-05-11 10:30:06 UTC  |  Edited by: Digital Messiah
A few similarities that can be tied to humans from ants, bees, wasps, termites, aphids, and thrips, can also be tied to drones. Though far more can be related to drones than humans in this way. As with eusocial insects all coming from the same larvae to be born into a variety of roles from worker to queen. So to is the humble drone manufactured from the same resource pool to be born into a role. All of this may seem like an over drawn, ridiculous, start of a rant, about drones. I however will have you know that there is purpose in seeing these similarities. Just like a honey badger we are going to pick apart drones, eat the larvae, and not give a $#%^ while we do it. Before posting realize this is a thread about changes needed. Post ideas, gripes, imbalances, and broken mechanics. Our own bee hive we are going to stir up to get the attention drones need.

(not all variations listed)
Mining

  • Civilian Mining Drone

  • Mining Drone I

  • Mining Drone II

  • Harvester Mining Drone


Logistics

  • Caldari - Shield Boosting

  • Gallente - Armor Repairing


Combat

  • Light:

  • Amarr light drones Acolyte I and Acolyte II

    Caldari light drones Hornet I and Hornet II

    Gallente light drones Hobgoblin I and Hobgoblin II

    Minmatar light drones Warrior I and Warrior II

  • Medium:

  • Amarr medium drones Infiltrator I and Infiltrator II

    Caldari medium drones Vespa I and Vespa II

    Gallente medium drones Hammerhead I and Hammerhead II

    Minmatar medium drones Valkyrie I and Valkyrie II

  • Heavy:

  • Amarr heavy drones Praetor I and Praetor II

    Caldari heavy drones Wasp I and Wasp II

    Gallente heavy drones Ogre I and Ogre II

    Minmatar heavy drones Berserker I and Berserker II


Combat utility

  • Energy neutralizer drones: light - Acolyte EV-300, medium - Infiltrator EV-600, heavy - Praetor EV-900. as with combat drones the size of the drone should be tailored to the size of the target.

  • Stasis webifier drones: Berserker SW-900 -They are only available as heavy drones.


Electronic warfare

  • EWar: "Amarr" light - Acolyte TD-300, medium - Infiltrator TD-600, heavy - Praetor TD-900. Tracking disruptor drones, based on Amarr combat models, reduce the tracking speed of their targets. This has the effect of lowering damage and chance to hit of the target's turrets, and in extreme cases may prevent them from hitting smaller targets entirely.

  • ECM: "Caldari" light - Hornet EC-300, medium - Vespa EC-600, heavy - Wasp EC-900. ECM drones have the ability to jam their targets. This has the effect of breaking that ship's target locks and preventing it from re-locking for a short time. This silences all offensive weapons except those that do not require a locked target, such as drones and FOF missiles; even those weapons cannot be re-directed without a locked target. By breaking your enemy's lock, ECM drones can also be used to help you to escape when you are warp scrambled.

  • Sensor Dampener: "Gallente" light - Hobgoblin SD-300, medium - Hammerhead SD-600, heavy - Ogre SD-900. Sensor dampeners are slightly less devastating than ECM drones, but are nonetheless, very useful. These drones of Gallente make, reduce the range and speed of enemy targeting systems. If a ships can be disrupted before it achieves target locks, it can add precious seconds of time before their guns begin to fire. In addition the range penalty can be devastating to sniper ships and will break any locks that are at longer range than the sensors are reduced to.

  • Target Painter: "Minmatar" light - Warrior TP-300, medium - Valkyrie TP-600, heavy - Berserker TP-900. They decrease the time required to lock the painted vessel allowing weapons to be brought to bear sooner. Additionally the larger sig radius improves the chance to hit and damage of turret weapons and increases the damage of missiles.


Sentries

  • Amarr sentry drone Curator I and Curator II

  • Caldari sentry drone Warden I and Warden II

  • Gallente sentry drone Garde I and Garde II

  • Minmatar sentry drone Bouncer I and Bouncer II


Fighters
Are a specialized class of drones. Though they are controlled in the same way, they actually are able to warp to follow targets. In addition the launching pilot can place them under the control of another pilot that has the necessary bandwidth and drone control spots available. Fighters are 5000m³ and require 25Mbit/sec to deploy and control. Due to their large size, fighters can only be deployed from a carrier or mothership, their large size and high damage make them suited for attacking battleships and larger. They also do a secondary type of damage in addition to the standard racial damage.

User Interface
The current interface for drones is beyond atrociousness. It boggles my mind that something better has not been created yet. Although I see the dilemma as carriers present the problem of having a ton of drones out. Something needs to be done about this before any other change to drones is made.

Primary vs Secondary weapon
Drones are the fitting role of a secondary weapon where we see little other competitors. Missiles can not be considered secondary when they are the primary weapon of most Caldari ships. It should be arguable that there are "drone" ships. However to my understanding CCP has intended drones be secondary. Clarification needed....

Travel Time
Missiles suffer from travel time as drones do. Both put up consistent dps "damage per second" once consecutive volleys have been established. Missiles on the other hand have more advanced mechanics than drones and can suffer or counter this fault. Drones getting sniped on the way being a problem, I am unsure? Nerf tracking™

Something clever

Digital Messiah
Center for Advanced Studies
Gallente Federation
#2 - 2013-05-11 10:30:22 UTC  |  Edited by: Digital Messiah
Damage Types
Drones suffer from having one damage type that they can inflict. Just like weapons this is a huge flaw in omni play styles. It is easy to remedy with a weapon system along side drones, with drone boats the idea is to give enough drone bay to fit every kind. All in all fighters get the long straw of this ordeal. Overspecialization breeds weakness, which is what fixed damage types accomplish. If you want to force people out of omni play styles make it clear and apparent. At least look over the numbers as not all rats have identical spreads. Leading to heat or Gallente to be FOTM for PVE. A flaw created by another flaw of balancing due to Amarr and Gallente's fixed damage types.

Tracking
Not all tracking is equal, some are more equal than others. Another balancing decision that was seemingly made to micmic other weapon systems. Unlike weapon systems drones share similar optimal and falloff up to sentries which varie to a much farther degree. Due to this and restictive omni meta this is something that should be reviewed.

Optimal
Drones are not ships that can be modded for better manueverability. Do they have equal agility? Need clarification...

Falloff
See Optimal

Tank
I see you launched your whole drone bay while being jammed right after they picked up aggro. Pray to your petty drone god they make it back alive! Milk for the cookies, Blood for the blood god, Drones for the rogue hive, that sort of thing. There honestly needs to be more player control over how tanky they want to make their drones. In all fairness I like the idea of penalties being applied for such bonuses.

Repair
Jove help us we want a repair function! This goes back to omni play styles. Station repairs keep players grounded at times a little to often. Creating a different sink such as nanite repair is a system that rewards specialization. There are tons of them in EVE already I don't see the harm in making an already singular skill set more diverse. AKA making it worth while to dip into things other than over heating.

Drone Fitting
The mechanics are already in the game. This would add depth and variety to builds. Perhaps it would help further curve the crutch some drone bearing ships have.

Mining Drone
There is no reason anyone would use harvesters or civilian drones. Travel time is the biggest problem. Giving them sentry styled range would work fine in remedying this. Yield would see a difference however only in the sense if people don't already sit on top of an asteroid.

Logistic bottle neck
All in all it forms restrictive play styles and rewards those who go into both types so they can change on the fly. Once again not a huge issue and I like the idea of being rewarded for preparation.

Electronic Warfare
It is a bloody mess of stacking penalties, lack luster effects, and overspecialization, this will take a great deal of balancing and rework.

Variation
Though they have slowly been adding more meta levels for drones to be on par with other modules and weapon systems. It is good for players to be able to go from light drone 1 to say estambel. Reaching for the stars and all that.

A.I.
Not the Steven Spielberg kind either... This is a huge problem as drones run about doing crazy stuff. Whether they split off and attack multiple targets now lacking the tank busting ability to kill one enemy. Or sitting idle waiting for a command. They either need an attack and return function, or better developed AI. Your move CCP.

Salvage Drones
Access Difficulty Bonus: 3% Volume: 5 m3 Bandwidth Needed: 5 Mbit/sec
Major issues with these guys are currently A.I., user interface making it frustrating to operate, and being mining drones that replace roles you just created with ship releases, aka the noctis.

I will try and add as much as I can as this thread goes along. Remember the more ideas we throw at the wall, the more likely one of them will be taken seriously and integrated.

Something clever

Cutlass Claire
Pator Tech School
Minmatar Republic
#3 - 2013-05-11 10:52:28 UTC
Nice summary +1

You forgot salvage drone...
iskflakes
#4 - 2013-05-11 11:14:46 UTC
So basically, you want more control over your drones attributes (maybe drone fittings).

Probably won't ever happen, but it should.

-

Logan LaMort
Screaming Hayabusa
#5 - 2013-05-11 11:18:15 UTC
I like the concept of fitting drones and customizing them to an extent (I also would love to see ship type turrets on the models themselves, so that they can fly past a a target and not have beams of light come out of their guns at right angles).

Most importantly however, is the user interface. I'm honestly surprised we didn't see any progress on this at Fanfest, especially with some Amarr and Gallente ships becoming completely dedicated drone boats now, as in their weapon bonuses only affecting drones.

I would love to use some drone boats for PVP, but the idea of using the drone interface in the heat of an engagement really puts me off the idea.
Abrazzar
Vardaugas Family
#6 - 2013-05-11 11:19:59 UTC
I think modular drones, a idea that is brought up from time to time, would be a good start to tackle some of the problems inherent with static drone models.

For example, there is a chassis, racial light, medium, heavy and sentry, to choose from. On that chassis you can put a main module defining its purpose, combat, ewar, logistics and one or more secondary slots that influence stats of the drone, like armor, damage, repair amount, mwd speed, base speed, etc. The drone fittings could be saved and possibly named individually. You have to fit a drone when you assemble it and unassembled drones cannot be put into a drone bay.
ElQuirko
University of Caille
Gallente Federation
#7 - 2013-05-11 13:26:45 UTC
How drunk do you have to be to get this level of commitment to such a boring subject? Please advise, I need to take exams soon. +1 for the effort. Lol

Dodixie > Hek

Digital Messiah
Center for Advanced Studies
Gallente Federation
#8 - 2013-05-11 22:01:04 UTC  |  Edited by: Digital Messiah
ElQuirko wrote:
How drunk do you have to be to get this level of commitment to such a boring subject? Please advise, I need to take exams soon. +1 for the effort. Lol

I found it quite interesting. Drones have gotten less attention than belt mining and they aren't even apart of an economic system controlling production of almost every aspect of the game. They are apart of a much larger system which we call combat. The idea I put behind this was to make it more obvious that something needs to be done. A player can expend seven million in drones vs another player who expends seven million in gunnery or missiles and the drone user never sees close to the dps. Not to mention due to bottle necks from mechanics be able to tackle the same feats with anywhere near as much ease.

If CCP wants drones to be in their current state which is borderline bad, and make it known they are working as intended strictly as a secondary weapon type, than fine. But if they are going to claim they are a primary and include ships that rely almost exclusively on dps from them. Than they have to put them on par with other systems. It is fine that CCP wants eve to have completely different combat systems from one another. To achieve this they only have to change very little aspects of everything. Making every weapon type a sword to sniper rifle in diversity makes it impossible to balance. The fleet meta dictates what is going to be played. Make drones a bigger part of that meta.

Something clever

Alara IonStorm
#9 - 2013-05-11 22:48:30 UTC  |  Edited by: Alara IonStorm
I think the most basic changes I want to see for drones is this.

1. Amarr Drones should be fixed and to a lesser extent Caldari Drones for PvP. They should look into these things and maybe do a general re-balance. They need to figure something for EWAR Drone stacking as well, perhaps away to make them count as a unit to a maximum of 5.

2. I think drones should be quicker to skill into for new players without lowering the overall training time much. You should be able to launch as many drones as allowed from Drones I and the Drones skill giving 5% more Dmg per level with Drone interfacing and Combat drone operation giving 3% more each. Making it so the Drones stats give the Drones the same max level of damage we have now but quicker to get into like gun weapons skills that use smaller increments of Dmg increase.

3. Meta Drones. Pretty simple, an intermediate drone between T1 and T2 like other weapons even if it is just one level of meta that is a halfway point.

4. Sentry Drones and Heavy Drones should be the same skill. Yes the training time for this one unlike above should be reduced overall like Rails and Blasters using the Hybrid skill and having separate specializations. Make getting into heavy Drone ships quicker. Maybe add light and medium Sentries too if at all possible but that is not a big deal for me.

5. UI streamlining. Quicker to launch and quicker to attack just like turrets no right click drop down menu required.

Simply put I want to see all drones useful, quicker to deploy and faster time for new players to be effective in without lowering the time to master them except in the case of Heavy and Sentry. Those are the basics I want.