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Player Features and Ideas Discussion

 
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Maximum amount of remote repair per ship

Author
Rovinia
Exotic Dancers Union
SONS of BANE
#1 - 2013-09-13 15:11:28 UTC  |  Edited by: Rovinia
Remote repairs are very powerful, especially in large fleets with dozends of logisticships and / or Carriersupport. And thats a good thing, because it needs Teamplay and Tactics to counter it.

But sometimes i think it's a little bit over the top. Would it make sense to introduce a maximum amount of remote repair modules you can project on a single ship? I'm talking about a amount of 30 or so (modules, not ships).

If you use more than that, the logistics modules get heatdamage (similar like overloading) because the transfered energy can't be absorbed by the shields of your target and causes some sort of feedback to the module.

That wouldn't hurt small and medium gangs, it would only have a impact on the very big blobs.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#2 - 2013-09-13 16:35:31 UTC
Rovinia wrote:
Remote repairs are very powerful, especially in large fleets with dozends of logisticships and / or Carriersupport. And thats a good thing, because it needs Teamplay and Tactics to counter it.

But sometimes i think it's a little bit over the top. Would it make sense to introduce a maximum amount of remote repair modules you can project on a single ship? I'm talking about a amount of 30 or so (modules, not ships).

If you use more than that, the logistics modules get heatdamage (similar like overloading) because the transfered energy can't be absorbed by the shields of your target and causes some sort of feedback to the module.

That wouldn't hurt small and medium gangs, it would only have a impact on the very big blobs.


There are a few "force multipliers" in this game, that allow small groups of people to punch above their weight class.

EWAR (especially ECM) and Remote Repair are the most prevalent examples. When you move from small to medium to large fleets, coordinating EWAR becomes fairly difficult, because telling 100 friendly fleet members to individual put jams on 100 targets is non-trivial. RR on the other hand, scales very easily, especially with the broadcast feature. It would be awesome if CCP implemented a tool to help you coordinate EWAR on the fleet level, thereby bringing it front and center to fleet doctrines.

As for your arbitrary limits on a "maximum amount of remote repair modules". Think about the nightmare involved in this for a moment:

Implementation:
Not all RR cycles at the same rate. Most have 5 second cycle times, some have 4.5 cycle times. Both of which can be significantly alters by fleet boosts, by triage, etc. Which modules count, and which ones get ignored? This is non-trivial, and it takes a smarter man than I to implement it!

Abuse:
Your enemies could all activate small RR modules on your primaried ships, thereby making your friendly (large & capital) RR ineffective! How do you circumvent this abuse? Do you limit it X amount of each size, leaving you with fleets of t1, t2, and captial RR vessels so you get each size in the mix?

End Result:
What is the end result? I would like to see a world where fleet fights aren't 100 people pressing f1 on the primary, then secondary, then tertiary targets. I would like to see a world where individuals, squads, or perhaps even wings each attack targets appropriate to them. I'd like a world where a 50 man fleet can whipe out against a 150 man fleet, and both sides take major losses. Unfortunately, I don't think limiting RR will make this happen. What do you think the result of limiting RR will be?

Rovinia
Exotic Dancers Union
SONS of BANE
#3 - 2013-09-13 18:00:21 UTC  |  Edited by: Rovinia
You bring up some very good points. Thank you for taking your time to point them out and not just posting a "no, **** off" like some specialist here do Ugh

Perhaps the abuse from enemy ships repping yours and occupy "repslots" could be that only ships in your fleet are affected by this. Logistics outside your fleet could still rep, but that is harder because you don't see the broadcast and will be mostly too late on the target. On the other side, it would be an unlogical mechanic and i think most players (including me) wouldn't like that.

The result of limiting RR should be that smaller Fleets, even if they loose the fight, are more capable to do some serious damage to the enemy. And i would also like to see more capital ships drained from the game by this. Since they got introduced, their numbers grow and grow. Much more get built than destroyed and that will be a problem for the game once (respectively allready is).

As you, i would also like to see better tasks for small fleets in combat. These fights and skirmish are allmost allways much more tactical and fun than the giant blobwars with tidi. But perhaps that problem could better be solved in changing the mechanics of sov warfare than changing remotereps. Or someone else has a better idea to implement something like this.
Kirtar Makanen
GoonWaffe
Goonswarm Federation
#4 - 2013-09-13 18:15:34 UTC
Once a blob gets big enough RRs don't matter since you can just alpha subcaps off of the field. In reality this would affect the the medium-large fleets more than the massive fleets (or groups of fleets) that you seem to be targeting. For example, a properly flown alphafleet doesn't care much about remote reps because it can volley basically any subcap off of the field provided it is within tracking. While the critical mass for other weapon systems is of course, higher, it is still possible to get to such a point that the initial strike is all that is needed. Furthermore, this suggestion would institute a second critical mass in which the damage per second outdoes whatever hard cap you try to put on number of reps (we'll say large reps for now since that's what Logistics use).
Cade Windstalker
#5 - 2013-09-13 20:10:02 UTC
Rovinia wrote:
Remote repairs are very powerful, especially in large fleets with dozends of logisticships and / or Carriersupport. And thats a good thing, because it needs Teamplay and Tactics to counter it.

But sometimes i think it's a little bit over the top. Would it make sense to introduce a maximum amount of remote repair modules you can project on a single ship? I'm talking about a amount of 30 or so (modules, not ships).

If you use more than that, the logistics modules get heatdamage (similar like overloading) because the transfered energy can't be absorbed by the shields of your target and causes some sort of feedback to the module.

That wouldn't hurt small and medium gangs, it would only have a impact on the very big blobs.


You can have a maximum amount of remote repair per target when I can have a maximum number of people shooting at me.
Sobaan Tali
Caldari Quick Reaction Force
#6 - 2013-09-13 21:41:35 UTC
You'll likely sooner see a limit on the number of ecm drones/mods that can be applied at once to each player than a limit to repping. Besides, there already is a limitation in repping worth bringing up. You can't rep or remote rep yourself or anyone else past their hp caps.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Arya Regnar
Darwins Right Hand
#7 - 2013-09-13 22:36:45 UTC
30 reps is kinda the cap already. If 30 reps can't save you you die to alpha anyway.

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