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Damage Control Augmentation

Author
MBizon Osis
Doomheim
#1 - 2014-11-18 09:49:21 UTC  |  Edited by: MBizon Osis
DCU Hull Resist Augmentation: A new 4th slot booster that adds 5% to the Hull resists of the DCU. In addition, a new implant with a similar effect in 1%, 3%, and 5% flavors, which stacks with the booster for a maximum of 70% hull resists with Damage Control Unit II.

If people think it's too OP, perhaps the implant could give you up to +5% resists for the Hull, but takes that away from Shield, Armor, or up to -2.5% from both. It would be like a conversion of the DCU2, taking away its Shield and Armor resists putting them towards the Hull resists, essentially making it a dedicated Hull Hardener.
Bullet Therapist
Caldari Provisions
Caldari State
#2 - 2014-11-18 09:58:23 UTC  |  Edited by: Bullet Therapist
Is this change meant to address a specific problem?

Will it improve game play?

Does it create new content?

How would it change game play?

Why do you feel that we need such a change?

If you want to see CCP make a change to the game, give them a reason to; if you have what you think is a great idea you need to sell it to us somehow.

Looking at this right now I'd have to say that I don't support such a change. Hull tanking is a relatively new phenomenon (as in it's viability) and I think that because of this there should be a little more time to allow players to see how and where it's useful. Secondly, I've seen a few things here that seem to indicate that CCP is going to make a change to the damage control to make it entirely passive. I don't know if that's true, but if it is, then the damage control is on CCP's radar, and if they want to make a change to hull tanking, than that would be the time to do it.
Tabyll Altol
Viziam
Amarr Empire
#3 - 2014-11-18 13:27:35 UTC
MBizon Osis wrote:
DCU Hull resist Augmentation : a new 4th slot booster that adds 5% hull resists to the DCUs
and a new implant that addsON THAT in 1% 3% and 5% flavors. For a maximum of 70% WITH THE DCU2.
Feel it's too OP cccp can make something like the implant gives you 5% resits for hull but removes them from shield or armor or 2.5% from both.
Like a conversion of the DCU2 taking shield and armor resists and adding them to the Hull.
In to a modified Hull Hardener.


I think there is a good reason why only a DC can improve the resistance of the hull. But on the other side why not would be okay with such a set.
Gawain Edmond
Khanid Bureau of Industry
#4 - 2014-11-18 13:32:51 UTC
if such a change did happen they'd nerf all the freighters and gallente boats would become godly
MBizon Osis
Doomheim
#5 - 2014-11-18 19:49:31 UTC
Great responses so far keep em coming.
To be able to reach 70% hull resists would not be over powered IMO. Especially if that comes from a booster and and having to use a implant (see balance). The 4th booster slot is there in game for the Cerebral Accelerator type attribute boosters. It is never even used after the first few weeks of a toons life. To be clear the Booster and implant would effect the DCU, and not effect resists on their own.
As I have read cccp will never make active hull tanking modules on a par with armor this would be a small boost to hull tanking that has a trade off lose a implant slot for it and a limited time use consumable Booster Pill.
I can see low/nullsec orcas and rorqual and any ship that fits a hull buff tank, no idea how capitals might or might not be effected.

Keep the responses coming.
HK -56
Doomheim
#6 - 2014-11-19 06:59:29 UTC
Operating under the assumption that what MBizon Osis is asking for is, essentially, a new line of implants that enhance the Damage Control modules (akin to the Slave implant set and armor plates). However, instead of increasing raw HP by a percentage, it is increasing the resistances offered by Damage Controls. And that is awesome. Actually it is more similar to the Compensation skills in the Armor and Shield categories than the Slave set, now that I give it some more thought. Not sure who would manufacture or offer the implant set, but I don't get tied up in keeping EVE lore consistent Roll

I support the idea, if only for more shiny pods! Twisted

Long live the Queen.
Vodka Kovalevski
Federal Navy Academy
Gallente Federation
#7 - 2014-11-19 09:38:23 UTC
MBizon Osis wrote:

As I have read cccp

you can't read mate, there is only CCP, CCCP is ended 24 years ago :3
War Kitten
Panda McLegion
#8 - 2014-11-19 10:06:20 UTC
I'll support this when we get the same kinds of booster and implant love for drones.

Neither system really needs it.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

baltec1
Bat Country
Pandemic Horde
#9 - 2014-11-19 10:46:10 UTC
Vodka Kovalevski wrote:
MBizon Osis wrote:

As I have read cccp

you can't read mate, there is only CCP, CCCP is ended 24 years ago :3


Thats what you think
MBizon Osis
Doomheim
#10 - 2014-11-19 20:55:49 UTC
Too make the Booster simple and not need a new production line and gas type make them a NPC seeded item like Nugoehuvi Synth Blue Pill Boosters +5% shield boost No Side Effects Legal Everywhere.

Some new type of mission reward or LP Store item very simple to add to the game.
Wolf Incaelum
Sebiestor Tribe
Minmatar Republic
#11 - 2014-11-19 21:18:09 UTC
baltec1 wrote:
Vodka Kovalevski wrote:
MBizon Osis wrote:

As I have read cccp

you can't read mate, there is only CCP, CCCP is ended 24 years ago :3


Thats what you think


You gotta find one for the Chinese Communist Party, too. xP

ANARCHYFOREVAAARRRRRRRRRR!!!!!!!

McChicken Combo HalfMayo
The Happy Meal
#12 - 2014-11-20 02:25:01 UTC
With hull tanking becoming a thing ways to use boosters/implants to improve your hull tank would be welcome.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Alvatore DiMarco
Capricious Endeavours Ltd
#13 - 2014-11-20 05:36:31 UTC
Gawain Edmond wrote:
if such a change did happen they'd nerf all the freighters and gallente boats would become godly


Don't forget ORE ships.
Hakufu Nakamura
State War Academy
Caldari State
#14 - 2014-11-20 05:49:04 UTC
Sounds good to me. I like anything that helps make resistance more flexable.
Cledus Snowman Snow
Doomheim
#15 - 2014-11-20 21:21:53 UTC
For the implant "flavors" I suggest the implant increases your damage control's base hull resist by between 1% and 5% depending on the quality of that implant chosen. These bonuses are in 1%, 2%, 3%, 4% and 5% versions. And could be from CONCORD. The CONCORD implants, however, tend to be significantly more expensive than standard types and their prices would be much more variable.
I like this idea from a buff tank only perspective as there is no effective 'active tanking or logi' option to support ships fitted like this can not see this being OP. Obvious bait is obvious.
Akemon Numon
Doomheim
#16 - 2014-11-21 07:45:48 UTC
I have looked up older posts and the over all ccp stance is they do not want armor and hull tanking to be twins. But this idea is not duplacating anything armor has currently. This proposal is new and novel.
CaCi-A 001Me
Doomheim
#17 - 2014-11-21 11:34:55 UTC
necessary

i don't play real life, the balancing sucks!

Ceawlin Cobon-Han
Garoun Investment Bank
Gallente Federation
#18 - 2014-11-23 13:56:39 UTC
You could always modify the DCU units to take scripts. Ultimate in flexibility, these scripts would come with penalties the same as those currently available.

For hull-tanking script, give the DCU a 10% bonus to hull res, reaching the 70% specified, but penalise the ship's agility, making it harder to accelerate and warp off. As to the level of penalty: no idea. Freighter gankers would suffer from sore-butt syndrome, but so what?
Masao Kurata
Perkone
Caldari State
#19 - 2014-11-24 17:22:34 UTC
I'd be happier to see stacking penalties for percentage hull HP increases so that you can't continue stacking bulkheads as long as you have slots for ridiculous EHP.
Steppa Musana
Doomheim
#20 - 2014-11-25 11:05:20 UTC
better BNI yay. +1
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