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Player Features and Ideas Discussion

 
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Faction Damage Control Units and Shield Vampires

Author
Joia Crenca
Science and Trade Institute
Caldari State
#1 - 2014-01-17 17:57:57 UTC
I'd like to suggest Faction DCUs at a real Meta 8 level. Perhaps a 65 % hull damage type-resist buff, 16% armor damage resist, and 13% shield resists. I'm comparing to the Meta 0 at 50, 10 and 7.5 and a Meta 5 at 60, 15 and 12.5.

Perhaps the 4 Empire factions DCUs could change stats as well, such as Minmatar and Caldari trading off some of the armor buff for additional shield and the reverse for the Gallente and Amarr.

The next suggestion is for a high or mid slot shield draining module that functions like a Nosferatu does, but on enemy shields instead of capacitor.

Just two items that may have been suggested before, but I wanted to bring them to the forefront for a moment again. (I've had so much luck getting a CCP response with suggesting additional station backgrounds such as the Quafe Pleasure Station that I wanted to try my luck again Roll)
Secret Squirrell
Allied Press Intergalactic
#2 - 2014-01-18 05:46:36 UTC
The problem is that with DCU there is no stacking penalty, so even a small increase from a faction DCU can be a major buff to tank. Consider a heavily tanked armor ship with 93% resists in armor with a T2 DCU. Your faction DCU increasing that to 94% nets you a 14% reduction in incoming damage, just for adding a single faction item.

How would a shield syphon interact with resists?
Petrified
Old and Petrified Syndication
#3 - 2014-01-18 06:02:34 UTC
You do realize there is a slew of High slots that already drain shields? Lol

So, if there is something to suck shields away, can there be a mid slot to suck structure away? Twisted

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Ordo Malus
State War Academy
Caldari State
#4 - 2014-01-18 06:14:53 UTC
I'm iffy on the DCU thing, if anything 1-2% better, no more due to the lack of stacking penalty.

As for the shield syphon, I like the idea, its like a reverse logi! Damage to them, repairs to you. I'd suggest the same for armor, a "nanite transfer" or something that removes armor and repairs your own ship.

Could be an interesting dynamic for small gang PvP.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#5 - 2014-01-18 08:36:21 UTC
Secret Squirrell wrote:
The problem is that with DCU there is no stacking penalty, so even a small increase from a faction DCU can be a major buff to tank. Consider a heavily tanked armor ship with 93% resists in armor with a T2 DCU. Your faction DCU increasing that to 94% nets you a 14% reduction in incoming damage, just for adding a single faction item.

That's not how resists work. DCUs having no stacking penalty means that their effectiveness isn't reduced by other modules, not that they apliy directly to the resistance percentage shown. Basically, a one percent increase on a DCU means 50% going to 50.5% rather than 50.42% the way a resistance plate may.
Reaver Glitterstim
The Scope
Gallente Federation
#6 - 2014-01-18 13:34:48 UTC  |  Edited by: Reaver Glitterstim
Secret Squirrell wrote:
The problem is that with DCU there is no stacking penalty, so even a small increase from a faction DCU can be a major buff to tank. Consider a heavily tanked armor ship with 93% resists in armor with a T2 DCU. Your faction DCU increasing that to 94% nets you a 14% reduction in incoming damage, just for adding a single faction item.

How would a shield syphon interact with resists?

That's not how it works. If the heavily tanked armor ship had a resist at exactly 93% with a tech II damage control, that faction damage control would move it up to 93.082353%

I don't think a shield vampire should be added into the game. Removing shield counts as dealing damage. It might as well be an EM weapon.

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Vinyl 41
AdVictis
#7 - 2014-01-18 13:43:19 UTC  |  Edited by: Vinyl 41
that idea with shield draining might be pretty good to toy with - if we dont think of it as a straight damaging ability but of smt like draining someone pasive shield regen and adding it into yours might be pretty cool or maybe that could work on draining someones shield boost amount by a flat number and adding it into yours shiled pool - 2 ideas fresh of my head sure there will be tons of other ideas to the shield/ armor vampire
Joia Crenca
Science and Trade Institute
Caldari State
#8 - 2014-02-02 21:58:47 UTC
I'll probably visit this in another thread, but a quick one here: Another idea: A gate between Maurasi and New Caldari (both are by Jita). That would trim a little through traffic from Jita without seriously changing traffic flow otherwise. Right now folks travelling between the two systems often go through Jita, which as we know, could use a little help.
Enya Sparhawk
Black Tea and Talons
#9 - 2014-02-04 00:49:29 UTC
I think if you were going to drain anything, it should be to the effectiveness of shield boosters and armor reppers...

Weaken a ship's abiltiy to repair would be an effective tactic...

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Dun'Gal
Myriad Contractors Inc.
#10 - 2014-02-04 01:44:40 UTC  |  Edited by: Dun'Gal
Joia Crenca wrote:
I'll probably visit this in another thread, but a quick one here: Another idea: A gate between Maurasi and New Caldari (both are by Jita). That would trim a little through traffic from Jita without seriously changing traffic flow otherwise. Right now folks travelling between the two systems often go through Jita, which as we know, could use a little help.

First of all, what's this got to do with the price of tea in china.... completely irrelevant to this thread. Edit: just realized you are the OP, lol

Secondly

Vinyl 41 wrote:
that idea with shield draining might be pretty good to toy with - if we dont think of it as a straight damaging ability but of smt like draining someone pasive shield regen and adding it into yours might be pretty cool or maybe that could work on draining someones shield boost amount by a flat number and adding it into yours shiled pool - 2 ideas fresh of my head sure there will be tons of other ideas to the shield/ armor vampire


I like the idea of taking someone else's passive regen and applying it to yourself, thus not really causing damage to the target but hindering the performance of a passive setup overall. Should definately be a high-slot item. But possibly restricted as to the ammount of passive it can take based on the module size, afterall you wouldnt want a frigate stealing full regen from something like a BS with a really high passive regen. Or maybe you do? Would be a funny interaction.
Bullet Therapist
Caldari Provisions
Caldari State
#11 - 2014-02-04 03:18:13 UTC  |  Edited by: Bullet Therapist
It would be kind of interesting to see faction and deadspace damage control units, its something I've wanted for a while. In the mean time I'd be happier to see t2/faction/deadspace versions of the reactive armor hardener.

Ship rebalancing is starting to wrap up, personally I hope CCP looks at the state of modules next. There's a lot of opportunity here to really shake up the meta and provide people with the tools to make innovative fits in addition to revamping some of the more useless items.