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Player Features and Ideas Discussion

 
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Remote heat damage repairer

Author
sherika dariel
The Scope
Gallente Federation
#1 - 2015-06-02 01:52:25 UTC
Because everybody overheat everything all the time.

Because long fight are more and more common and once you heated a bit, you can't reheat in the fight until you take a few minutes to repair in space.

The general idea is to have a module similar to existing remote armor, shield or hull repairers with similar sizes.


General mechanic:

-> For obvious reasons, this module will have to use nanite repare pastes. You can debate if it has to be in the bay like fuel or in the module in ancillary armor reps with a long reloading cycle. I've not made up my mind about that aspect.


-> The actual mechanic of heat damage and module structure has to be tweeked to make the remote heat damage repair to work. Current modules have the same structure HP for the small medium or capital sized, which is a bit odd honestly. And the heat damages has to be proportionnal to size of the mod.

-> So the remote heat damage repair will repair a certain amont like actual remote repper based on their sizes

-> For ewar and other module with no size, the only thing that came up on top of my head was that those module structure HP had to be proportionnal to the ship they are fitted to.

-> The remote heat damage repairer will repair the same amount on every damaged modules. So if you have a small and a large armor repairer and both are heated, you might over repair the small one and under repair the large one. So you will have to be a little smart with your fitting and/or your overheating

-> Logistic ships could have a bonus to these modules

-> Heat damage could be broadcasted


This is a first draft, I'm sure together we can add a nice new feature to the game!

See you in a 0.0 system near you,
Sherika
Beguiler
Republic Military School
Minmatar Republic
#2 - 2015-06-02 01:55:06 UTC
I for one welcome our new overheating overlords.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#3 - 2015-06-02 02:11:32 UTC  |  Edited by: Tiddle Jr
Guys please chill out, or i did miss that nanites being removed?

Hmm maybe it's a time for a local heat extinguisher mounted in low slot?

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

sherika dariel
The Scope
Gallente Federation
#4 - 2015-06-02 02:26:34 UTC
Tiddle Jr wrote:
Guys please chill out, or i did miss that nanites being removed?

Hmm maybe it's a time for a local heat extinguisher mounted in low slot?



There is already the local option of repairing with nanite. But a local fire extinguisher using nanites is a good complement to this idea.
Christopher Mabata
Northern Accounts and Systems
#5 - 2015-06-02 03:21:16 UTC
This obsoletes the existing nanite skills and upsets the balance. so -1 from me, learning how to properly apply heat damage is a huge skill and helps seperate a good pilot from an average one.

Also earns another -1 from me because it helps to removes the chance of human error involved in heating for too long regardless of intent to do so, particularly the proposed remote rep one.

Then you need to factor in a half dozen other factors like how it works with multiple reps on one ship, which modules it targets first, does it count as remote assistance, can it be stacked enough to allow unlimited overheat, etc.

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Beguiler
Republic Military School
Minmatar Republic
#6 - 2015-06-02 03:27:26 UTC
I think the main idea here is that while yes, you can certainly rep local heat damage with nanite paste already, you can't do this while actively using the heated module(s). A remote heat repair option would potentially allow someone to continuously overheat everything while being remote "heat repp'ed" (or local via a fire extinguisher module perhaps as suggested.) This would of course in turn lead to eventual situation of the heat repp'ing ship being jammed out, and the overheating pilot having the chance to not notice & burning out everything. Personally, I think it's a very interesting idea & would almost certainly shake up the AT meta at the very least.
sherika dariel
The Scope
Gallente Federation
#7 - 2015-06-02 03:40:16 UTC
Christopher Mabata wrote:
This obsoletes the existing nanite skills and upsets the balance. so -1 from me, learning how to properly apply heat damage is a huge skill and helps seperate a good pilot from an average one.

Also earns another -1 from me because it helps to removes the chance of human error involved in heating for too long regardless of intent to do so, particularly the proposed remote rep one.

Then you need to factor in a half dozen other factors like how it works with multiple reps on one ship, which modules it targets first, does it count as remote assistance, can it be stacked enough to allow unlimited overheat, etc.




Hello Christopher,

I was not saying it was an easy feature to implement and I think it will still require skill to properly apply heat damage. And now you will add the skill to manage properly the repair of you heat damage during combat instead of out of combat.

I would like if you could add something to improve the idea to solve the issues you brought.

Thx
Tiddle Jr
Brutor Tribe
Minmatar Republic
#8 - 2015-06-02 03:53:14 UTC
It's and obvious advantage you are trying to add. By overheating mods you already gain an extra performance for a limited period of time. With RR heat damage you would extend that time.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Hopelesshobo
Hoboland
#9 - 2015-06-02 06:13:22 UTC
Tiddle Jr wrote:
It's and obvious advantage you are trying to add. By overheating mods you already gain an extra performance for a limited period of time. With RR heat damage you would extend that time.


Just playing devils advocate here, but a few balance points could be...

-Diminishing returns from multiple remote sources
-The rep chooses a random overheated module and repairs it slightly
-The module can only be repaired if it's not currently overheated
-Overall a relatively low rep amount vs the current heat rep system we have

Lowering the average to make you look better since 2012.

Samillian
Angry Mustellid
#10 - 2015-06-02 07:57:48 UTC  |  Edited by: Samillian
Christopher Mabata wrote:
This obsoletes the existing nanite skills and upsets the balance. so -1 from me, learning how to properly apply heat damage is a huge skill and helps seperate a good pilot from an average one.

Also earns another -1 from me because it helps to removes the chance of human error involved in heating for too long regardless of intent to do so, particularly the proposed remote rep one.

Then you need to factor in a half dozen other factors like how it works with multiple reps on one ship, which modules it targets first, does it count as remote assistance, can it be stacked enough to allow unlimited overheat, etc.



I agree with the above.

I really don't see the need to change a well established and working mechanic that requires some practice and skill to use and I certainly don't see any practical reason to add yet another form of remote rep.

If you wanted to extend the ability of a ship to overheat modules it would be better from my point of view to add some form of heat sink module to the rack you are likely to heat or a form of heat sink rig. These could allow for a longer period of overheat without the need to rework the entire mechanic as well as adding the need to make a conscious fitting decision related to you ability to apply overheat rather than have your heating extended indefinitely by a third party.

NBSI shall be the whole of the Law

sherika dariel
The Scope
Gallente Federation
#11 - 2015-06-02 22:03:44 UTC
Hi guys!

I do agree the current mechanic work just fine. I'm talking about a new feature in the game. Just like micro-jump drive was a new feature to give people more options and more possibilities.

The goal of this idea is not to have unlimited overheating. The goal is to have add new possibilities in the way you overheat.

I was throwing a general Idea to have some feedback and to send the idea to CCP!


I think we can debate alot on the details and every idea is welcome.

- I don't mind having stacking penality on 3rd party effects, not sure if its already the case for remote tracking or remote sensor booster.

- If CCP want it to be usable only when you are not overheating for balance reasons, it is all good for me.

- I think using remote heat repper would cause chaos and near impossible to manage in large fleet battle. In those battles logis usually focus the primary. Now they would have to manage damage made across the fleet depending on FC's order and more global friction. So as a logi pilot.... good luck to me!

- I'm sure the skills can still be usable in a new mechanic considering the old repair is not remore and the skill affect the efficiency of the nanite (repping rate and nanite consumption). For example, repping a fleet member with bad skill could require more cycle so more nanite consumpion.