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Drone Armor regen/ improvements

First post
Author
Aureus Ahishatsu
Deadspace Knights
#1 - 2014-08-22 14:59:16 UTC  |  Edited by: Aureus Ahishatsu
**updated for Rhea**

Possible Drone Improvements
Drone armor repair while docked inside of ship. There are two options I see for this and obviously both would need to be assessed for acceptable rates of recharge to not become OP. It doesn't make sense for the lore either that the Gallente have these amazing drones with a lot of armor hp., they are the best at armor repping and half their ships get bonuses to it, but apparently don't know how to repair their own drones while docked? Anyhow curious what other people think

Passive regen
Basically any time that a drone is docked in the drone bay there is a passive armor regen. It would have to be slow enough though that when a ship that has large drone bays (cough istars!) pilots could not just constantly cycle drones with less damage and keep spewing undamaged drones on the field.

Nanite
Another option would be to give them the ability to consume nanite paste to repair. Again rates would need to be assessed for balance. One of the aspects of this would be that while the drone is being repaired it is inaccessible.

In both cases could we please have drones health displayed while docked in the ship. This would be nice when trying to decide which drone to use when you have more than 5 of a particular drone so you don't select a drone that is beaten to hell when you have 2 more than are completely untouched.

On a final note. could we PLEASE get abbreviated names for the faction drones or at least split the drone status into a separate column......I get annoyed when i have to make the window bigger just to be able to see if the drones are attacking or sitting around doing nothing.

*update* ONE ISSUE RESOLVED IN RHEA! PROGRESS!
De'Veldrin
Republic University
Minmatar Republic
#2 - 2014-08-22 15:01:18 UTC
I like the idea of being able to apply nanite paste to them.
Also +1 to the column for status idea.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Fer'isam K'ahn
SAS Veterinarians
#3 - 2014-08-22 15:06:01 UTC
All of this has been mentioned before, but spread out over a few posts, I give you a +1 as a collection thread.

You can maybe try finding the others and link em in your top post.

Otherwise, I think we should get the HP display of drones in bay and also the option to right click - repair them there. For the cost of nanite though.

Further points for a whole collection thread about drones would be also: Naming drones, Drag and drop options for watchlists (assign/guard) and other small changes to the UI and possible options/customization.
Bohneik Itohn
10.K
#4 - 2014-08-22 15:12:24 UTC
It's a balance issue. Part of the big factor that keeps drones in check is that they can be destroyed. If a savvy pilot could recall drones before they're popped, repair them, and put them back out then ships with a large drone bay (many of the Amarr, Gallente, and some pirate factions like SOE especially) would never feel the effect of this drawback. As soon as the damaged drone is back in another one pops out, the damaged drone gets repaired, and the pilot essentially has an infinite amount of drones.

Wait, CCP kills kittens now too?!  - Freyya

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Fer'isam K'ahn
SAS Veterinarians
#5 - 2014-08-22 15:25:24 UTC  |  Edited by: Fer'isam K'ahn
Bohneik Itohn wrote:
....

Agreed in part, though that is easily fixed.
Drones costing nanite to repair (which have a cycle time) and pre cancel will delete all progress. Those cycle times can be adjusted so reshuffeling 2 aggressed flights won't ever been an option.
Hull repair could still be excluded or take 10x armor repair time and nanite.
And I guess most of the discussion revolves around PvE, in PvP they get popped too quickly or are being abandoned rather then recalled more often.
Anyway, passive regen for armor or hull should not be an option - it is not for ships in dock either.

The Ratter for example does not have enough space to reshuffle drones and hp is a lot to repair which means they are out of combat for a long time, active RR took almost as much time as repairing the Ratter itself. And a T2 Guard got instant popped the other day too from just NPC rats ... so much for being to OP as perma drones.

Got max drone and Ratter skills btw.
Mazzara
Band of the Red Sun
#6 - 2014-08-22 15:36:01 UTC
Bohneik Itohn wrote:
It's a balance issue. Part of the big factor that keeps drones in check is that they can be destroyed. If a savvy pilot could recall drones before they're popped, repair them, and put them back out then ships with a large drone bay (many of the Amarr, Gallente, and some pirate factions like SOE especially) would never feel the effect of this drawback. As soon as the damaged drone is back in another one pops out, the damaged drone gets repaired, and the pilot essentially has an infinite amount of drones.



I get what your saying, but you can repair other offensive weapons when they take damage, I think drones should fall under that same scope.
No matter how much you scrub, how hot of water you use, you can't wash shame!
Mazzara
Band of the Red Sun
#7 - 2014-08-22 15:36:56 UTC
but like those offensive weapons, it should take N-Paste +1
No matter how much you scrub, how hot of water you use, you can't wash shame!
Bohneik Itohn
10.K
#8 - 2014-08-22 15:39:38 UTC  |  Edited by: Bohneik Itohn
Mazzara wrote:
Bohneik Itohn wrote:
It's a balance issue. Part of the big factor that keeps drones in check is that they can be destroyed. If a savvy pilot could recall drones before they're popped, repair them, and put them back out then ships with a large drone bay (many of the Amarr, Gallente, and some pirate factions like SOE especially) would never feel the effect of this drawback. As soon as the damaged drone is back in another one pops out, the damaged drone gets repaired, and the pilot essentially has an infinite amount of drones.



I get what your saying, but you can repair other offensive weapons when they take damage, I think drones should fall under that same scope.


But you can't use them while being repaired, so your DPS suffers or disappears entirely. If a ship with a drone bay larger than what it can field pulls in drones to repair and launches replacements, it only loses a small portion of it's DPS for a few seconds each time it does this.

Edit: But the most important factor is to note that these two would not fall under the same scope. Your guns only become damaged when you overheat them for extra DPS, not during typical usage. Drones take damage when they are targeted and fired upon which can happen at any time after they are launched, and that is part of their basic design. If you want a direct counter to that design, you'll need to take a huge nerf to some other function of drones to keep things balanced.

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Aureus Ahishatsu
Deadspace Knights
#9 - 2014-08-22 15:44:17 UTC
Fer'isam K'ahn wrote:
Bohneik Itohn wrote:
....

Hull repair could still be excluded or take 10x armor repair time and nanite.

Got max drone and Ratter skills btw.


Yeah I didn't touch the hull aspect for good reason. There should be some point of damage for the pilot that is unrepairable or at least a significant drawback. Like the possible idea though of hull points being repair at an EXTREME repair time and nanite however would prefer at least armor ability.
Aureus Ahishatsu
Deadspace Knights
#10 - 2014-08-22 15:56:09 UTC  |  Edited by: Aureus Ahishatsu
Bohneik Itohn wrote:
It's a balance issue. Part of the big factor that keeps drones in check is that they can be destroyed. If a savvy pilot could recall drones before they're popped, repair them, and put them back out then ships with a large drone bay (many of the Amarr, Gallente, and some pirate factions like SOE especially) would never feel the effect of this drawback. As soon as the damaged drone is back in another one pops out, the damaged drone gets repaired, and the pilot essentially has an infinite amount of drones.


That is part of the reason I mentioned the drones being inaccessible while repairing just like mods/weapons are inactive while being repped. The passive regen works as well because if it is any close the passive shield regen boost they get while in the ship it's barely noticeable so something comparable to this would be fine. (thinking somewhere around 2+minutes for full armor repair on ogres) I think the key thing is perspective which is easily done with drone regen/sec and the amount of time between cycling.

Excluding the special ships (read guirista ships) a fleet of 5 drones begin lost at a rate that you are cycling all 5 drones every minute to replace should not be stable. however if they are slowly taking damage to the point that you cycle through all 5 drones every 3-4 minutes I see no problem in this. The only real problem is when you get to the carrier level when you have absurd amounts of drones in the bay. But that is an entirely different issue which i'm not touching.
Fer'isam K'ahn
SAS Veterinarians
#11 - 2014-08-22 16:14:25 UTC
You can btw still abondon drones, spew out new ones and target and then RR the abandoned ones already, so I do not see any problems there. And in case you say "the abandoned still take damage and aggro"... yes and no, you pull em in, drop em again, then abandon, drop anotehr flight and have them agro and take damage. The you can still RR the old ones without problem.

All it does is shift the drones into the bay and using nanite instead of cap while making it a bit more manageable, well and saving the one high slot maybe in case you fly solo.
Bohneik Itohn
10.K
#12 - 2014-08-22 16:29:12 UTC
Aureus Ahishatsu wrote:
Bohneik Itohn wrote:
It's a balance issue. Part of the big factor that keeps drones in check is that they can be destroyed. If a savvy pilot could recall drones before they're popped, repair them, and put them back out then ships with a large drone bay (many of the Amarr, Gallente, and some pirate factions like SOE especially) would never feel the effect of this drawback. As soon as the damaged drone is back in another one pops out, the damaged drone gets repaired, and the pilot essentially has an infinite amount of drones.


That is part of the reason I mentioned the drones being inaccessible while repairing just like mods/weapons are inactive while being repped.


This does not work. The only direct equivalent to this and weapons is if you made the Bandwidth inaccessible while the drone was being repaired. Which is the same as abandoning the drones and using repair drones or RR to rep them up.

If 2 of my 5 guns are burned and I need to paste them up, I only have 3 guns while those two are repairing.

If I have a drone boat with 10 drones in the bay, 5 launched and 2 of them need to be repaired, I can pull those two damaged drones in and repair them, launch another two drones immediately after they are retrieved and still have 5 drones on the field.

Drones don't always get popped quickly in PvP either. 1v1 a brawling drone boat has plenty of time to retrieve them, and Augmented drones can take a decent beating if you've got access to them for cheap (not everyone pays the ludicrous Jita prices).

Being able to pull damaged drones in, repair them, throw them back out, and field a full flight of drones through the entire process with a little extra micro-management is not the same as repairing damaged guns, which cripples your ability to fight.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Kaerakh
Obscure Joke Implied
#13 - 2014-08-22 16:48:01 UTC
Bohneik Itohn wrote:
Aureus Ahishatsu wrote:
Bohneik Itohn wrote:
It's a balance issue. Part of the big factor that keeps drones in check is that they can be destroyed. If a savvy pilot could recall drones before they're popped, repair them, and put them back out then ships with a large drone bay (many of the Amarr, Gallente, and some pirate factions like SOE especially) would never feel the effect of this drawback. As soon as the damaged drone is back in another one pops out, the damaged drone gets repaired, and the pilot essentially has an infinite amount of drones.


That is part of the reason I mentioned the drones being inaccessible while repairing just like mods/weapons are inactive while being repped.


This does not work. The only direct equivalent to this and weapons is if you made the Bandwidth inaccessible while the drone was being repaired. Which is the same as abandoning the drones and using repair drones or RR to rep them up.

If 2 of my 5 guns are burned and I need to paste them up, I only have 3 guns while those two are repairing.

If I have a drone boat with 10 drones in the bay, 5 launched and 2 of them need to be repaired, I can pull those two damaged drones in and repair them, launch another two drones immediately after they are retrieved and still have 5 drones on the field.

Drones don't always get popped quickly in PvP either. 1v1 a brawling drone boat has plenty of time to retrieve them, and Augmented drones can take a decent beating if you've got access to them for cheap (not everyone pays the ludicrous Jita prices).

Being able to pull damaged drones in, repair them, throw them back out, and field a full flight of drones through the entire process with a little extra micro-management is not the same as repairing damaged guns, which cripples your ability to fight.



I think you're down playing the hassle of drone micromanagement. Given the limited controls, and how easy they are to kill in a PVP situation to begin with, I don't see this being nearly as much of an issue as you're making it out to be. Drones cannot be overheated unlike guns and guns cannot be destroyed or damaged by hostile players. Your analysis leaves those points out, but they are crucial differences when discussing drones vs guns.

On a side note, if you make the argument they're hard to kill then you should probably be using a size appropriate weapon or properly bonused hull.
Mazzara
Band of the Red Sun
#14 - 2014-08-22 17:00:49 UTC
Bohneik Itohn wrote:
Aureus Ahishatsu wrote:
Bohneik Itohn wrote:
It's a balance issue. Part of the big factor that keeps drones in check is that they can be destroyed. If a savvy pilot could recall drones before they're popped, repair them, and put them back out then ships with a large drone bay (many of the Amarr, Gallente, and some pirate factions like SOE especially) would never feel the effect of this drawback. As soon as the damaged drone is back in another one pops out, the damaged drone gets repaired, and the pilot essentially has an infinite amount of drones.


That is part of the reason I mentioned the drones being inaccessible while repairing just like mods/weapons are inactive while being repped.


This does not work. The only direct equivalent to this and weapons is if you made the Bandwidth inaccessible while the drone was being repaired. Which is the same as abandoning the drones and using repair drones or RR to rep them up.

If 2 of my 5 guns are burned and I need to paste them up, I only have 3 guns while those two are repairing.

If I have a drone boat with 10 drones in the bay, 5 launched and 2 of them need to be repaired, I can pull those two damaged drones in and repair them, launch another two drones immediately after they are retrieved and still have 5 drones on the field.

Drones don't always get popped quickly in PvP either. 1v1 a brawling drone boat has plenty of time to retrieve them, and Augmented drones can take a decent beating if you've got access to them for cheap (not everyone pays the ludicrous Jita prices).

Being able to pull damaged drones in, repair them, throw them back out, and field a full flight of drones through the entire process with a little extra micro-management is not the same as repairing damaged guns, which cripples your ability to fight.



ok, good point. but like you said there are ways of balancing that out, it would just need to be hashed out
No matter how much you scrub, how hot of water you use, you can't wash shame!
Aureus Ahishatsu
Deadspace Knights
#15 - 2014-08-22 17:38:06 UTC  |  Edited by: Aureus Ahishatsu
Bohneik Itohn wrote:

If 2 of my 5 guns are burned and I need to paste them up, I only have 3 guns while those two are repairing.

If I have a drone boat with 10 drones in the bay, 5 launched and 2 of them need to be repaired, I can pull those two damaged drones in and repair them, launch another two drones immediately after they are retrieved and still have 5 drones on the field.


I don't know what point you are making here? People do this already. By one of two options

A. they just let the drone die and pop another out out . still have 5 drones.
B. They recall the damaged drone and pop another. out still have 5 drones.

The only difference is that people would be able to reuse drones in option B but but AGAIN AND I'M TIRED OF ITERATING IT ..... I'm not talking about something where a drone is repaired to full strength in 10 seconds. We're talking about a slow repair rate so that there is at least an option to repair. A lot pvp fights happen so quickly this is not going to change the battle. On top of that the biggest death dealer to drones in pvp is bombers to which this would change nothing as they die instantly.

What is your real concern?
Sullen Decimus
Polaris Rising
Goonswarm Federation
#16 - 2014-08-24 22:16:23 UTC
I would personally be all for this. Either way would work with the passive or nanite so long as the process is slow enough that they can't be constantly spewed out even while taking a high damage rate. Obviously this all goes to crap with carriers but I doubt this change is going to impact the already (seamingly) limitless drones carriers can spew out.

CSM XI Member

Twitter: Sullen_Decimus

Tweetfleet: @sullen_decimus

Mike Voidstar
Voidstar Free Flight Foundation
#17 - 2014-08-24 22:44:59 UTC
I would love a module, probably with a similar cap reduction like MWD as a balance, that gave the equivalent of station services to drones while docked. Shields are instantly replenished, and armor/hull can be repaired.

Again, for balance, I would not make it instant repair, but rather a rate equivalent to passive regen. That rate would not have you spewing 2 or even 3 sets of drones under active fire in a continuous loop. If they aren't being actively fired upon, it does not matter anyway, because it won't be long before I pop out an armor and hull rep drone and set them to repairing everything anyway.

The more drones are improved, ironically, the more pronounced and onerous their destructibility becomes in comparison to other weapons, to the point where some method of dealing with it in a more effective manner becomes necessary to maintain their balance. More and more ships are designed to rely completely on their drones---for instance new iterations of Dominix and Armageddon, and the T2 drone ships, many of whom have lost functionality in their other weapon systems and a buff to the drone system.

Opportunity cost of a lowslot+reduction of cap and cap regen seems a fair trade for something that is almost completely a quality of life issue for drone users.
Aureus Ahishatsu
Deadspace Knights
#18 - 2014-08-25 13:26:07 UTC
Mike Voidstar wrote:


Opportunity cost of a lowslot+reduction of cap and cap regen seems a fair trade for something that is almost completely a quality of life issue for drone users.


That seems like a rather heavy loss doesn't it? Why do drone ships have to loose a low slot while weapons only require a small loss of cargo? Especially considering the loss of a drone is far worse than loss of extra ammunition which nanite paste takes up.
Alvatore DiMarco
Capricious Endeavours Ltd
#19 - 2014-08-25 15:37:04 UTC
Give the drones passive armor regeneration while in the bay, at half to one-third the rate of shield regen. It will take forever and a day to repair a drone that's down into structure, but it still gets done.

Passive structure regen would be nice too, at half the rate of armor regen - though admittedly that's probably to slow to ever notice.
Fer'isam K'ahn
SAS Veterinarians
#20 - 2014-08-25 16:02:40 UTC
Just a sidestep from the original suggestion and not conceeding any point I made, jsut an extra idea.

What about a low slot Drone-Bay Armor Repiar Module ?
Uses Nanite.
Spreads Armor HP equally across damaged drones per cycle.
Comes in 3 sizes.

No extra targeting, works slow on multiple, faster on single repairs, costs nanite, costs cap, costs time, costs a low slot, which is a lot for drone ships, especially for armor drone boats.

Any comment on that ?
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