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New ship/class idea - Sun birds

Author
Foxicity
The Scope
Gallente Federation
#21 - 2014-12-31 17:32:00 UTC
Tiddle Jr wrote:

Still are missing faction / pirate destroyers. Pirate battlecruisers.


Because destroyers and battlecruisers are basically super-sized frigates and cruisers with extra guns, a pirate variant with extra guns PLUS a damage bonus would be far too powerful at killing frigates/cruisers, and that's why pirate versions of destroyers and battlecruisers don't exist.

See Battlefield 2 helicopters, where the Americans got the Blackhawk with miniguns and the Middle East got Mi-17s with .50 cals. Balanced? Heck no. In a head-on matchup the Mi-17 couldn't hope to bring down a Blackhawk except by suicide ramming. That happened a lot because the Blackhawk was so incredibly OP. The Mi-17 pilot was always a martyr hero for bringing it down.

tl;dr this game does not need Blackhawks with miniguns
Liet Ormand
Sons of Bacchus
#22 - 2014-12-31 17:44:48 UTC  |  Edited by: Liet Ormand
Anhenka wrote:

And there lies the basic problem.

In order for a ship to be forced to frequently refuel, the benefit it gains has to be commensurately as great to make it worth flying. And since it is a very significant downside, it means a very significant benefit.

This locks you into a binary state where a ship either has massive advantages over a similar size ship if already fueled, or massive disadvantages if not fueled.

This is fundamentally unbalanced. It's just not something you can balance, because if the fueled ship is close enough in combat performance to a conventional ship that requires fuel to not cause major balance issues, it's just a ship that has no significant upside and major drawbacks.

It just doesn't work.


This is an excellent statement of the problem.

However, I choose to believe it's just very difficult to solve because of the specifics of my example, rather than impossible. Let's change things up a bit, then, using something other than super weapons and star fuel.

As you describe the problem comes down to the fact that in Eve's combat model ships that need not pause combat are superior to those that must to such a degree that the two types can't coexist. I suspect that this is actually the reason Eve ammo is so plentiful and easy to carry, by the way. Energy based weapons would otherwise be a no brainer choice for all ships because they don't run out of ammo, ever. Projectile weapons can't require ammo that's easy to run out of but is significantly more powerful because that also creates a binary state where any engagement short enough that they don't run out of ammo projectiles win, otherwise energy weapons win.

So what would work then is some new mechanic that changes combat away from "shoot until boom" but doesn't allow a large enough advantage across the board that it imbalances things. So that means keeping both advantages and disadvantages to a minimum, while allowing maximum choices within that scope. Thinking through the idea of short term combat with pauses vs. existing combat, I came up with what amounts to a parasite fighter concept, or maybe a new type of drone... a cheap ship type meant to fight hard for a short time then recharge.

Imagine a tiny, fast ship with an advantage to shields - not a huge one, maybe the shields are sized to take one good medium weapon hit and recharge nearly instantly - but no endurance, like a frigate without a reactor, only a giant capacitor. Too small to have significant armor, but the rapid energy flow from the cap might let it have good shields, at least against one damage type at a time for 30 seconds. Only able to use projectile weapons, missiles, torpedos and bombs because energy weapons need too much power. No cloaking either.

Maybe an in-system defense boat? No ability to warp, but cheap to build because no reactor is required. Maybe allow it to fit non energy weapons of any size it can power (and that anyone cares to buy) so there's a lot of variety, but ammo would be limited inversely to weapon power.

Lack of warp and no ability to use gates limits it to in-system use only without another vessel to transport it, and that's a big enough disadvantage vs. any vessel that can warp in system or leave the system that giving these boats a firepower or flexibility advantage could be balanced. Essentially these ships would be defensively biased... only a significant thread if you're trying to get to something they're protecting. They wouldn't be a threat if you could outrun them or leave.

Although...

Thinking about it, it would be cool if these sorts of ships could be home based on a mothership or carrier too (possibly with additional limitations) so that a carrier would jump in-system, launch a bunch of these ships, fight, and recharge/refit them as needed. The ability to refit them on the carrier would permit them to swap shields for defense against a different damage type, to reload weapons that only fire once before a reload is needed, etc.

To escape, the enemy warps out (if not bubbled) and to follow the carrier must recover these ships then warp. So in exchange for choosing to carry these, the carrier is slowed too, even for short jumps across a system, as compared to drones/fighters.


The ability to build/use cheap ships without warp drives but with more variety in equipment (and limitations) offers a lot of player choice, especially for faction warfare, sieges of starbases, and fleet actions with carriers.

Rating the above against my original example it certainly lacks "refuel from a star" coolness, but it does offer a lot of variety and I think isn't completely imbalancing. I think this might provide variety outside the standard ship model in combat.

Thoughts?


TL;DR; Same basic mechanic but different implementation, proposing a ship with no ability to leave a system on its own or use energy weapons/cloaking, must recharge cap from base, but flexible and fast, cheap to build.
Liet Ormand
Sons of Bacchus
#23 - 2014-12-31 17:51:15 UTC
DaeHan Minhyok wrote:
If you want a ship that gets a cap bonus when its within a certain AU of the sun and a penalty when its too far from the sun with a neutral no effect band in the middle, that could be fun and interesting. The rest of your idea, don't think so...


This is actually a good idea too on a smaller scale. A module that adds solar panels to a ship, so energy/cap is boosted near the star.

Likewise you could have modules for boosting other items based on the location of a ship within the system. One that works better farther out, one that works better near a planet, etc.

Basically, put some variety around where a battle happens as opposed to just the ships. I like it.
Anhenka
The New Federation
Sigma Grindset
#24 - 2014-12-31 17:54:44 UTC  |  Edited by: Anhenka
Liet Ormand wrote:
~stuff~


Leaving aside your talk of frigates instantly regenerating shields even under fire from heavier guns, and introducing ships that are unable to use an entire race of weapons (it will never happen)

A: You just described carriers and fighters, although those are drones, not actual players.

B: According to CCP statements, attempting to dock a player inside the ship of another player to be moved around is an absolutely, 100%, complete impossibility barring a total rework of the the code. And no such rewrite is going to happen mainly to add cheap system defense vessels.

C: Between having a half priced cruiser that can't warp by itself, can't jump gates, and is reliant on another ship to move it around, and simply paying full price for a cruiser, 99% of the eve population will pay full price for the actual cruiser.

D: Said system defense/short range ships cannot be more than marginally superior to non limited versions or we are right back to the same reasons your initial proposal will not work.



So the end result are halfassed, gimped ships that nobody will fly because independent ability to warp and jump is far more important in nearly all situations than coming at a discount.
Liet Ormand
Sons of Bacchus
#25 - 2014-12-31 20:24:06 UTC
Anhenka wrote:

Leaving aside your talk of frigates instantly regenerating shields even under fire from heavier guns, and introducing ships that are unable to use an entire race of weapons (it will never happen)


Frigates or similar that can quickly regenerate shields until their power runs out, yes. So maybe they'd handle 30 seconds of fire at a medium rate until they're dead in space. Ships unable to use some equipment is ok, that's already all over Eve.

Quote:

B: According to CCP statements, attempting to dock a player inside the ship of another player to be moved around is an absolutely, 100%, complete impossibility barring a total rework of the the code. And no such rewrite is going to happen mainly to add cheap system defense vessels.


If you have a reference to this I'd like to see it. Most likely they were thinking of a related but not identical problem, and also depending on how long ago this was things may have changed.

Quote:

C: Between having a half priced cruiser that can't warp by itself, can't jump gates, and is reliant on another ship to move it around, and simply paying full price for a cruiser, 99% of the eve population will pay full price for the actual cruiser.


If that were really all the differences between the two, maybe so. That wouldn't be all the differences though. This is kind of a straw man sentence here.

Quote:

D: Said system defense/short range ships cannot be more than marginally superior to non limited versions or we are right back to the same reasons your initial proposal will not work.


They can be different but not greatly superior. Obviously they'd have to be balanced, and in any case I'm not laying out a final plan for balancing anything here. Rather, I'm advocating the idea that new game mechanics for ships would be good and kicking around a couple of ideas for them.

Keep in mind that while all ships in Eve are similar, no two are identical. The idea is that they're suited to play style, situations, etc. This proposed ship type being different is just an extension of that.

Quote:

So the end result are halfassed, gimped ships that nobody will fly because independent ability to warp and jump is far more important in nearly all situations than coming at a discount.


I've gotten the drift that this is your opinion. However, I also note that you haven't proposed any ideas of your own that I've seen, so let's hear your better idea.

Unless you think Eve is perfect as-is, of course.
Anhenka
The New Federation
Sigma Grindset
#26 - 2014-12-31 20:56:30 UTC
Liet Ormand wrote:

I've gotten the drift that this is your opinion. However, I also note that you haven't proposed any ideas of your own that I've seen, so let's hear your better idea.

Unless you think Eve is perfect as-is, of course.


A: This is your thread to post ideas in, not mine. If I had an idea that might complement yours in a workable fashion, I might post it. But the idea is more of a "house built on sand" sort. Kind of hard to hash out specifics until the idea is remotely workable in the first place.

B: I have proposed a few ideas in the past, such as small UI improvements (System location included in timestamps), or ship balancing changes (long since buried in balance discussion threads), and support other ideas I think need to be introduced (Comet mining to break moongoo as sole source of t2, mining rework, move grav sites to signature status.)

But so far the thread has boiled down to the following:

1:You would like a ship that needs to refuel, but don't know how to make it balanced.
2:You would like a player mothership that carries other players in small limited capacity ships, but don't know how to balance it in a way that it would not grant massive localized superiority while making it useful for players to use it instead of normal ships.

As for the part where CCP talks about docking ships inside of other ships, it has come up several times, frequently in connection to Supercarrier/Titan/Rorqual capabilities and how cool it would be for a titan or supercarrier to jump in and spew out players in their ships. But on several occasions CCP has stated how on a very basic level, the code prevents placing one player entity inside another player entity both in space and especially during system transitions. I CBA to go hunt the specific quotes down though. But until you see a fancy devblog trumpeting how this has changed, it's basically not a possibility.
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