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Player Features and Ideas Discussion

 
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Balancing the trollceptor in new sov mechanics

Author
Siggy Afuklrang
Mungo's Incorperated
#1 - 2015-03-05 09:01:57 UTC
Well here's an idea to fairly balance out the troll ceptor but keeping all the good things in the dev blog.

Introduce two new modules and copy the existing patterns in EVE of linking benefits to cost, opening a range of tactical options.

To explain, imagine we had two modules the Estorus module and Estorus array.

The Estorus Module has a fitting cost of 10 power grid and range of 25km.

In contrast the Estorus Array takes 1000 power grid to fit but offers a range of 160km.

This means that range options are more applicable to larger class ships, how ever larger class ships now have two options to fit the closer range module with no real cost to fitting there ship for combat or fit for range with the array but on doing so seriously compromise there combat effect, thus making them more reliant on their support.

In addition the array and module should have the following effects when activated to balance their use.

Both module and array stop the ship from warping while activated

Both module and array stop the host ship from receiving remote repairs when active

Both module and array increase the ship signature radius by 15m, thus making the use of cheap small hulls come with some compromise

Both module and array infer a bonus to sensor strength of 20, countering the ecm spam

The array only takes 25% longer to take a node/structure

The array only infers a 30% resistance bonus to shield and armour when active. Increased fitting has some benefit especially on caps

Both modules infer a reduction in speed to take a node when fitted to a capital ship. So yes I could fit my super with an array and gain 30% res but also an increased exposure time to danger.

The numbers used maybe a little arbitary and need balancing. But the concept is to make more tactical options from the module and array. Specifically to encourage fight mechanics and not ninja mechanics.

Final points the module and array in T1 versions cost 30mil, with the T2 versions costing 80m but inferring a 20% range bonus and reduced cycle time, although they should still take nodes at the same speed as the T1 variants. I.e they can deactivate quicker if needs be.
suid0
Pandemic Horde Inc.
Pandemic Horde
#2 - 2015-03-05 10:40:07 UTC
What imaginary problem is this trying to fix?

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Iain Cariaba
#3 - 2015-03-05 18:11:25 UTC
suid0 wrote:
What imaginary problem is this trying to fix?

It usually helps to read the propaganda.