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Player Features and Ideas Discussion

 
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heat based weapons as an offensive ewar weapon

Author
Industrial Production Toon
Neptune PVP Corporation
#1 - 2013-10-26 20:48:19 UTC
i know the first thing that people will say... "you already have thermal damage".... good sirs, please step back, this is not hp damaging weapons... but heat based damage against modules....

Since my first pvp fight where i used overheating, i have always seen the problem of "**** **** **** i burned out my guns"

The modules:

Radiation Heat Amplifier

What does it do?

The module is designed to basically cause heat damage to the enemy ships modules, in a normal battle if the enemy is not overheating then the module will not be causing enough heat to really effect them quickly enough, with the tech 1 modules easy to cope with... and the tech 2 modules burning out the enemy modules in a typical 15-20 minutes....

HOWEVER!!!!

These days in pvp, most people overheat when the fight gets going, especially when either side is nearly dead, the overheats go everywhere.... now imagine your typical time of 1-2 minutes before your gun racks burn out....

ACTIVATE ZEE MODULE!!!

Suddenly in the space of 10-20 seconds your guns have burned out!

In a 1 vs 1 fight where somebody overheats, this module could soon turn their advantage into a massive risk.

As always, these ideas are just base ideas, feedback is welcome =)
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2013-10-27 10:07:42 UTC
Seems a bit unbalanced to me, how does one tank your insane heat damage, or does it render overheating in combat completely obsolete?
Alvatore DiMarco
Capricious Endeavours Ltd
#3 - 2013-10-27 10:18:37 UTC
Isn't the vacuum of space a poor conductor of heat? I thought I read somewhere that the vacuum of space is a poor conductor of heat.
Sable Moran
Moran Light Industries
#4 - 2013-10-27 11:21:05 UTC
I like this idea, it has an element of evil in there. And having more ewar types is a good thing, it would make the battle field more unpredictable.

But..

Industrial Production Toon wrote:
Suddenly in the space of 10-20 seconds your guns have burned out!


That's simply too fast. It would make zee heat module a mandatory module to fit.

Maybe make it ship size specific, i.e. have small/medium/large variations and take into account, somehow, what size ship it is used against at.

Would scripting zee module be a thing? Use a different script to make it affect different modules. For example hi/mid/lo slot modules. Or maybe turret/shield/armor modules.

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Industrial Production Toon
Neptune PVP Corporation
#5 - 2013-10-27 11:55:35 UTC
Alvatore DiMarco wrote:
Isn't the vacuum of space a poor conductor of heat? I thought I read somewhere that the vacuum of space is a poor conductor of heat.


again, read the module name, it uses a radiation style wave to cause the modules to heat, or possibly even using a form of hacking to cause pressure on the modules, making them overheat.

Also to the others, yes 10-20 seconds was abit of an over the top line, however as i stated, this is a base idea and will need proper balancing, you forum trolls do certainly have very narrow minds =)

All my ideas i post are base line ideas that over time get feedback and use the feedback and thoughts to help balance... a line i always have in my ideas, please read it again =) cheers!
David Kir
Errantry Armaments
Empire of Decadence.
#6 - 2013-10-27 11:58:46 UTC
Alvatore DiMarco wrote:
Isn't the vacuum of space a poor conductor of heat? I thought I read somewhere that the vacuum of space is a poor conductor of heat.


It could still work trough irradiation, not conduction.

Anyway, this sounds rather unbalanced and very situational, but potentially fun.

+1, but only if the overheating is applied to any ship within a certain range.

Friends are like cows: if you eat them, they die.

Industrial Production Toon
Neptune PVP Corporation
#7 - 2013-10-27 11:59:04 UTC
Sable Moran wrote:
I like this idea, it has an element of evil in there. And having more ewar types is a good thing, it would make the battle field more unpredictable.

But..

Industrial Production Toon wrote:
Suddenly in the space of 10-20 seconds your guns have burned out!


That's simply too fast. It would make zee heat module a mandatory module to fit.

Maybe make it ship size specific, i.e. have small/medium/large variations and take into account, somehow, what size ship it is used against at.

Would scripting zee module be a thing? Use a different script to make it affect different modules. For example hi/mid/lo slot modules. Or maybe turret/shield/armor modules.


yes i do agree it will need ship sizing, to small medium and large etc... however having scripts to hit different racks could make it TOO overpowered, as then you are set against whichever rack you want, and with such a script focusing all the heat damage on that rack then it may overpower it even more...

So overall it will hit the entire ship, burning all modules for less ammount of damage
Industrial Production Toon
Neptune PVP Corporation
#8 - 2013-10-27 12:00:59 UTC
David Kir wrote:
Alvatore DiMarco wrote:
Isn't the vacuum of space a poor conductor of heat? I thought I read somewhere that the vacuum of space is a poor conductor of heat.


It could still work trough irradiation, not conduction.

Anyway, this sounds rather unbalanced and very situational, but potentially fun.

+1, but only if the overheating is applied to any ship within a certain range.


i do like that idea, and to give you your 300'dth like =)
Alvatore DiMarco
Capricious Endeavours Ltd
#9 - 2013-10-27 13:08:31 UTC
David Kir wrote:
+1, but only if the overheating is applied to any ship within a certain range.


That's quite an interesting twist. Instead of making it targeted, turn it AoE. It may not see much use in gangs for this reason but it could be quite a curious tool for the 1v1er.
Industrial Production Toon
Neptune PVP Corporation
#10 - 2013-10-27 13:32:10 UTC
Alvatore DiMarco wrote:
David Kir wrote:
+1, but only if the overheating is applied to any ship within a certain range.


That's quite an interesting twist. Instead of making it targeted, turn it AoE. It may not see much use in gangs for this reason but it could be quite a curious tool for the 1v1er.


it could, but at the same time it could become a problem, also with the effects this modules gives, imagine the lag strain of having to apply that effect to every ship in range

Silvetica Dian
Imperial Shipment
Amarr Empire
#11 - 2013-10-27 13:34:23 UTC
David Kir wrote:
Alvatore DiMarco wrote:
Isn't the vacuum of space a poor conductor of heat? I thought I read somewhere that the vacuum of space is a poor conductor of heat.


It could still work trough irradiation, not conduction.

Anyway, this sounds rather unbalanced and very situational, but potentially fun.

+1, but only if the overheating is applied to any ship within a certain range.


Or it made it so that it did the same to the ship using this module if the target ship wasn't overheating.....a kind of feedback effect.

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Industrial Production Toon
Neptune PVP Corporation
#12 - 2013-10-27 13:36:48 UTC
Silvetica Dian wrote:

Or it made it so that it did the same to the ship using this module if the target ship wasn't overheating.....a kind of feedback effect.


this idea does give it some balance, should your ship be effected by such a module, simply stop overheating and let the enemy taste his own medicine, kind of a countermeasure inbuilt to the module itself
David Kir
Errantry Armaments
Empire of Decadence.
#13 - 2013-10-27 13:56:21 UTC
Industrial Production Toon wrote:
Alvatore DiMarco wrote:
David Kir wrote:
+1, but only if the overheating is applied to any ship within a certain range.


That's quite an interesting twist. Instead of making it targeted, turn it AoE. It may not see much use in gangs for this reason but it could be quite a curious tool for the 1v1er.


it could, but at the same time it could become a problem, also with the effects this modules gives, imagine the lag strain of having to apply that effect to every ship in range



It doesn't take any more resources than a bubble or command links.

Friends are like cows: if you eat them, they die.

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#14 - 2013-10-27 14:00:30 UTC  |  Edited by: Abdiel Kavash
Yes I too would like to melt all enemy supercap/titan modules off in 15 minutes with a frigate. And that is assuming that the effects don't stack (which you didn't mention anywhere).
Industrial Production Toon
Neptune PVP Corporation
#15 - 2013-10-27 14:01:37 UTC
in a sense it does, you have the heat build up over time, it has to target 3 racks on each ship, and also judge heat build up per module on each rack and how heat from the adjacent modules makes the overheat quicker, the difference in effect if one ship is overheating so gets more heat stacked on its own heat, plus the other ships not overheating so creating a back force making the heat module damage its own heat

it has alot more variables to it
Industrial Production Toon
Neptune PVP Corporation
#16 - 2013-10-27 14:03:00 UTC
Abdiel Kavash wrote:
Yes I too would like to melt all enemy supercap/titan modules off in 15 minutes with a frigate. And that is assuming that the effects don't stack (which you didn't mention anywhere).


ahh i see you again sir forum troll, as i spoke previously, it will have to be balanced, i have said that multiple times, it will need proper balancing so not to be too overpowered, please re-read then come back lol

you fail forum troll, go home, you're drunk
Arya Regnar
Darwins Right Hand
#17 - 2013-10-27 14:08:51 UTC  |  Edited by: Arya Regnar
What if you just make a module that applies 5x-7x heat damage to anyone that it is being activated on if he overheats?
Basically a kind of OH damage that would disable the module in 3 cycles meaning you only have a maximum of 1 cycle to disable it after you see the heat damage.

Wouldn't be overpowered and you can defend against it by not overheating.

You could test if someone has it by heating web.

Possibly make it so that it only damages the overheating module more or that the other suffering modules only get 2x damage.

EvE-Mail me if you need anything.

Industrial Production Toon
Neptune PVP Corporation
#18 - 2013-10-27 14:12:01 UTC
Arya Regnar wrote:
What if you just make a module that applies 5x-7x heat damage to anyone that it is being activated on if he overheats?
Basically a kind of OH damage that would disable the module in 3 cycles meaning you only have a maximum of 1 cycle to disable it after you see the heat damage.

Wouldn't be overpowered and you can defend against it by not overheating.

You could test if someone has it by heating web.

Possibly make it so that it only damages the overheating module more or that the other suffering modules only get 2x damage.


hmm, possibly could work...

this is why i like proper feedback and not trolls, you actually can help to bring an idea together =)