These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Suggested Change to Armor Repairers

Author
Ashina Sito
Center for Advanced Studies
Gallente Federation
#1 - 2013-08-05 18:56:43 UTC
Simple change to improve the effectiveness of Armor Repairers.

Change the rep amount from End of Cycle to a repair over time amount.

Example:

4 second cycle time, 400 armor repaired.

Activate: 100 repaired
Second 1: 100 repaired
Second 2: 100 repaired
Second 3: 100 repaired
End of cycle
Activate: 100 repaired
Second 1: 100 repaired
Second 2: 100 repaired
Second 3: 100 repaired

Makes more since from a lore perspective, at least form a remote rep perspective. Nanites are projected from repairing ship to target. They gather at damaged areas and start repairing. You can modify the amount repaired when during the cycle if need be.
Rowells
Pator Tech School
Minmatar Republic
#2 - 2013-08-05 19:33:39 UTC
all that does is reduce the repair amount along with the timer. i see what your getting at but eve doesnt have anything run continuously like that (from a programming perspective its too much). its always in cycles.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#3 - 2013-08-05 20:46:38 UTC
Rowells wrote:
all that does is reduce the repair amount along with the timer. i see what your getting at but eve doesnt have anything run continuously like that (from a programming perspective its too much). its always in cycles.

Cycle of 1 sec will solve that problem. But then there is another one: fractions of seconds of cycle. This will need a complete remake of active armor tanking system and all modules that come with it.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

kerradeph
Aliastra
Gallente Federation
#4 - 2013-08-05 21:18:32 UTC
Rowells wrote:
all that does is reduce the repair amount along with the timer. i see what your getting at but eve doesnt have anything run continuously like that (from a programming perspective its too much). its always in cycles.

not sure how it works exactly, but the mining lasers will give you whatever you have acquired up to that point if you cancel them short of a full cycle. so it might be possible to have tick by tick effects without needing one second cycles.
Rowells
Pator Tech School
Minmatar Republic
#5 - 2013-08-05 22:04:13 UTC
kerradeph wrote:
Rowells wrote:
all that does is reduce the repair amount along with the timer. i see what your getting at but eve doesnt have anything run continuously like that (from a programming perspective its too much). its always in cycles.

not sure how it works exactly, but the mining lasers will give you whatever you have acquired up to that point if you cancel them short of a full cycle. so it might be possible to have tick by tick effects without needing one second cycles.

Yeah, once you deactivate the laser it calculates what you have mined so far. Could apply that to armor repair but not sure how helpful it might be.
Ehcks Argentus
X LLC
#6 - 2013-08-06 13:27:24 UTC
Rowells wrote:
all that does is reduce the repair amount along with the timer. i see what your getting at but eve doesnt have anything run continuously like that (from a programming perspective its too much). its always in cycles.


Mining lasers.
Maximus Aerelius
PROPHET OF ENIGMA
#7 - 2013-08-06 13:45:07 UTC
And then you'd probably have to balance this with AAR and ASB's along with Shield Boosters to spread the shield repair love over the duration as opposed to being at the beginning of a cycle...

The GJ required would be split over the ticks so the capacitor drain would be more uniform so say 1GJ every second rather than 4GJ being taken at the beginning of an Armour Repairers cycle. This could lead to unbalance with Cap Warfare etc etc etc.
Destination SkillQueue
Doomheim
#8 - 2013-08-06 14:13:57 UTC
Ehcks Argentus wrote:
Rowells wrote:
all that does is reduce the repair amount along with the timer. i see what your getting at but eve doesnt have anything run continuously like that (from a programming perspective its too much). its always in cycles.


Mining lasers.

Not really. The ore doesn't appear in your hold until you stop the module or start a new cycle, so you just have the ability to decide when the calculation will be made. Nothing is continuously being calculated. If the asteroid gets mined out while your cycle is still going you get nothing from that cycle, because the calculation only happens at the end of the cycle and at that time it's already empty. Having similar option for armor reppers would be interesting, but it's not exactly what the OP is talking about.
Hopelesshobo
Hoboland
#9 - 2013-08-06 14:18:37 UTC
Maximus Aerelius wrote:
And then you'd probably have to balance this with AAR and ASB's along with Shield Boosters to spread the shield repair love over the duration as opposed to being at the beginning of a cycle...

The GJ required would be split over the ticks so the capacitor drain would be more uniform so say 1GJ every second rather than 4GJ being taken at the beginning of an Armour Repairers cycle. This could lead to unbalance with Cap Warfare etc etc etc.


Yeah, neuts and vamps would need to have their cycles reduces to correspond with this.

This doesn't seem like too bad of a suggestion, but this would also help to make tidi worse because all the reps and neuts going off would need to be making a calculation every second vs every 3-24 seconds.

Lowering the average to make you look better since 2012.

Maximus Aerelius
PROPHET OF ENIGMA
#10 - 2013-08-06 14:37:01 UTC
Hopelesshobo wrote:
Maximus Aerelius wrote:
And then you'd probably have to balance this with AAR and ASB's along with Shield Boosters to spread the shield repair love over the duration as opposed to being at the beginning of a cycle...

The GJ required would be split over the ticks so the capacitor drain would be more uniform so say 1GJ every second rather than 4GJ being taken at the beginning of an Armour Repairers cycle. This could lead to unbalance with Cap Warfare etc etc etc.


Yeah, neuts and vamps would need to have their cycles reduces to correspond with this.

This doesn't seem like too bad of a suggestion, but this would also help to make tidi worse because all the reps and neuts going off would need to be making a calculation every second vs every 3-24 seconds.


This idea while new (I think) would have a really big snowball impact on so much and I don't see why it is needed IMHO. I like that the Shields rep at the start of the cycle, armour reps at the end of the cycle and Hull reps take f**king forever ha ha.
Ashina Sito
Center for Advanced Studies
Gallente Federation
#11 - 2013-08-06 19:18:37 UTC
Hopelesshobo wrote:
Maximus Aerelius wrote:
And then you'd probably have to balance this with AAR and ASB's along with Shield Boosters to spread the shield repair love over the duration as opposed to being at the beginning of a cycle...

The GJ required would be split over the ticks so the capacitor drain would be more uniform so say 1GJ every second rather than 4GJ being taken at the beginning of an Armour Repairers cycle. This could lead to unbalance with Cap Warfare etc etc etc.


Yeah, neuts and vamps would need to have their cycles reduces to correspond with this.

This doesn't seem like too bad of a suggestion, but this would also help to make tidi worse because all the reps and neuts going off would need to be making a calculation every second vs every 3-24 seconds.



Adjust AAR, yes. The rest, no.

Armor reps are the only combat activity in game that you have to wait till the end of the cycle to see a result.

Shield reppers are front loaded. Actually, if you spread this idea to shield repping it would be a nurf while at the same time taking away any diversity.

Neuts would be unaffected. If you have the cap to start repping the repper activates now and neuts can't stop the incoming repair (only losing your ship does that which is what the change is making a small attempt to address).

TiDi is an interesting point. The repper would just tell the system to add armor of X amount at Y tick at the activation of the repper. I don't thing that would bring on too much stress to the system.

The only way this changes the core game is that you get a slight greater chance of surviving while waiting for your armor rep to repair. The biggest change I can think of is that armor repping frigs would have a bit more chance to survive.


Thanks for all the input. I have been sitting on this idea for about a year. I am glad to see all the responses and idea's about it.

Callic Veratar
#12 - 2013-08-06 20:04:02 UTC
It could, in theory, be implemented with existing systems:

Shields have a weighted passive regen rate at all times. Armor could be changed have a flat passive regen rate of 0hp/s. A new active module could be introduced that increases that flat regen to whatever (10/100/1000hp/s) for a ton of cap.

Give the module cloak style controls where it's on/off not cycling and it lets you control it pretty well. It could combine pretty well with having a cloak require cap while active as well.