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Missile idea

Author
Not that Forumguy
Hedion University
Amarr Empire
#1 - 2015-06-08 01:19:05 UTC
All missiles or a new variant of missile, that block or reduce an amount of repair from modules and external logistic repair as the missile damage distorts the surface Armor and shield it hits, so you could have (x) amount of damage and (x) amount of distortion, this would add a bit of extra feature to missiles due to the delay between shots.
James Baboli
Warp to Pharmacy
#2 - 2015-06-08 01:21:56 UTC
Interesting. Not fond of the concept, but not enough put out to get more than a very high level idea of what this might be. Can you give an example?

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Not that Forumguy
Hedion University
Amarr Empire
#3 - 2015-06-08 01:39:13 UTC  |  Edited by: Not that Forumguy
James Baboli wrote:
Interesting. Not fond of the concept, but not enough put out to get more than a very high level idea of what this might be. Can you give an example?


ill try to have some figures maybe this will help:

(Just as an example): your module does 100 repair per cycle or you gain 100 repair from a Logistic ship, A missile hits the target and adds it's distortion to the repair amount lets say for ease of reading and understanding its (50), the logistic ship or ship with a repair module, has to repair through the distortion in its next repair cycle so depending on your repair amount in this case the amount of repair you will gain is 50.

Also to add, and take note, each missile strike does not add distortion unless there is no distortion to repair through, so you wont have multiple ships with missiles bringing the repair amount to 0.
James Baboli
Warp to Pharmacy
#4 - 2015-06-08 01:44:04 UTC
so, essentially it's floating damage that needs repped before the real damage gets repped?
-1. More complexity for niche use if low numbers, or a totally unbalanced mechanic.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Not that Forumguy
Hedion University
Amarr Empire
#5 - 2015-06-08 04:00:51 UTC  |  Edited by: Not that Forumguy
James Baboli wrote:
so, essentially it's floating damage that needs repped before the real damage gets repped?
-1. More complexity for niche use if low numbers, or a totally unbalanced mechanic.


Well yes the point is giving missiles some niche use, and i don't think it would be unbalanced due to the missile flight delay and missile re-loading. your missile damage vs repair amount, will still be a governing factor for example a larger ship then yours with a higher repair amount will still have the potential to repair more then your damage.... but an added feature is the ability to drop repair amount over the length of combat. I prefer that as its not overpowered, while eventually overcoming defenses a little quicker.

Also no its not floating damage, read the numbers again: 100-50 = 50

so that's 50 less repair in the next repair cycle, you don't need to repair through a section of shield or armor.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#6 - 2015-06-08 05:50:31 UTC
Just give repair modules a sig radius like a weapon.
James Baboli
Warp to Pharmacy
#7 - 2015-06-08 06:26:28 UTC
Not that Forumguy wrote:
James Baboli wrote:
so, essentially it's floating damage that needs repped before the real damage gets repped?
-1. More complexity for niche use if low numbers, or a totally unbalanced mechanic.


Well yes the point is giving missiles some niche use, and i don't think it would be unbalanced due to the missile flight delay and missile re-loading. your missile damage vs repair amount, will still be a governing factor for example a larger ship then yours with a higher repair amount will still have the potential to repair more then your damage.... but an added feature is the ability to drop repair amount over the length of combat. I prefer that as its not overpowered, while eventually overcoming defenses a little quicker.

Also no its not floating damage, read the numbers again: 100-50 = 50

so that's 50 less repair in the next repair cycle, you don't need to repair through a section of shield or armor.

Does it affect passive regen?
Local tank?
Remote reps?

Cool. Great nerf to every form of tanking but straight armor/hull buffer. Not a thing I want.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

FireFrenzy
Cynosural Samurai
#8 - 2015-06-08 08:37:33 UTC
i have never gotten the hatred for logi to begin with...

As for giving people a reason to fit missles, trimverate has a pretty cool armor tanked typhoon docterine, and i am fairly sure if i bothered to look i could find other examples...
Wynta
Caldari Provisions
Caldari State
#9 - 2015-06-08 10:29:16 UTC
This got me thinking, how about missiles that deal heat damage to modules instead of actual damage.
Not that Forumguy
Hedion University
Amarr Empire
#10 - 2015-06-08 10:42:30 UTC
James Baboli wrote:
Not that Forumguy wrote:
James Baboli wrote:
so, essentially it's floating damage that needs repped before the real damage gets repped?
-1. More complexity for niche use if low numbers, or a totally unbalanced mechanic.


Well yes the point is giving missiles some niche use, and i don't think it would be unbalanced due to the missile flight delay and missile re-loading. your missile damage vs repair amount, will still be a governing factor for example a larger ship then yours with a higher repair amount will still have the potential to repair more then your damage.... but an added feature is the ability to drop repair amount over the length of combat. I prefer that as its not overpowered, while eventually overcoming defenses a little quicker.

Also no its not floating damage, read the numbers again: 100-50 = 50

so that's 50 less repair in the next repair cycle, you don't need to repair through a section of shield or armor.

Does it affect passive regen?
Local tank?
Remote reps?

Cool. Great nerf to every form of tanking but straight armor/hull buffer. Not a thing I want.


All forms of rep, passive, active on your own ship, or repair on a target of a remote rep ship, and again damage amount and repair amount would be higher or lower depending on the amount of rep capable in the first place, so if the missiles target could repair past your damage it would still do so after the changes, except that there would be times when the repair would drop below the regular repair amount.
Leto Aramaus
Frog Team Four
Of Essence
#11 - 2015-06-08 14:17:59 UTC  |  Edited by: Leto Aramaus
So this idea basically ads a 4th type of HP to a ship. A "ghost HP" if you will, or even, "anti-HP" that counts upwards from 0 instead of counting down from a specified value.

Ship has 1000 shields, armor and hull, all as normal.

Incoming special-snowflake missile does 100 damage (+50 anti-HP).

Ship now has 900 shields (with 50 anti-HP).

Incoming remote rep must now deplete the "anti-HP" to 0 before any repairs are applied to the shields. So 1 cycle of shield transfer for +100 shield, actually only gives +50 shield, bringing ship back to 950 shield.

If created... these missiles would either:

1. Have high enough DPS to be insanely OP, and be the only thing worth using in fleet fights where there is Logi
2. Have such low DPS that they are useless and just another un-used garbage weapon that people cry for buffs once in a while (FoF missiles)
3. Or their DPS is balanced to pretty much be no different than a normal weapon system and ends up being no better or worse against logi than normal DPS, but with a stupid, new number to keep track of.

Dumb

- 1
Not that Forumguy
Hedion University
Amarr Empire
#12 - 2015-06-08 16:19:52 UTC  |  Edited by: Not that Forumguy
Leto Aramaus wrote:
So this idea basically ads a 4th type of HP to a ship. A "ghost HP" if you will, or even, "anti-HP" that counts upwards from 0 instead of counting down from a specified value.

Ship has 1000 shields, armor and hull, all as normal.

Incoming special-snowflake missile does 100 damage (+50 anti-HP).

Ship now has 900 shields (with 50 anti-HP).

Incoming remote rep must now deplete the "anti-HP" to 0 before any repairs are applied to the shields. So 1 cycle of shield transfer for +100 shield, actually only gives +50 shield, bringing ship back to 950 shield.

If created... these missiles would either:

1. Have high enough DPS to be insanely OP, and be the only thing worth using in fleet fights where there is Logi
2. Have such low DPS that they are useless and just another un-used garbage weapon that people cry for buffs once in a while (FoF missiles)
3. Or their DPS is balanced to pretty much be no different than a normal weapon system and ends up being no better or worse against logi than normal DPS, but with a stupid, new number to keep track of.

Dumb

- 1


No, it does not decrease the total armor or shield, nor does it create something you have to repair through before you gain an amount of repair. That's not what i am suggesting. what should happen is the next repair cycle will do 50 less in the repair cycle(As an example) , then go back to normal until another successful missile strike. The distortion effect would probably be chance based in its final product i imagine also.

I dont know how more plainly i can say it, since no one is actually reading me and jumping to conclusions i can only type

100-50 = 50 , that's still equals to a gain* of 50 repair for duration. (so your still repairing in your repair cycle)
Joe Risalo
State War Academy
Caldari State
#13 - 2015-06-08 16:53:32 UTC
Leto Aramaus wrote:
So this idea basically ads a 4th type of HP to a ship. A "ghost HP" if you will, or even, "anti-HP" that counts upwards from 0 instead of counting down from a specified value.

Ship has 1000 shields, armor and hull, all as normal.

Incoming special-snowflake missile does 100 damage (+50 anti-HP).

Ship now has 900 shields (with 50 anti-HP).

Incoming remote rep must now deplete the "anti-HP" to 0 before any repairs are applied to the shields. So 1 cycle of shield transfer for +100 shield, actually only gives +50 shield, bringing ship back to 950 shield.

If created... these missiles would either:

1. Have high enough DPS to be insanely OP, and be the only thing worth using in fleet fights where there is Logi
2. Have such low DPS that they are useless and just another un-used garbage weapon that people cry for buffs once in a while (FoF missiles)
3. Or their DPS is balanced to pretty much be no different than a normal weapon system and ends up being no better or worse against logi than normal DPS, but with a stupid, new number to keep track of.

Dumb

- 1


this comment is close to right, but leaves out a very important factor.

Fleets.


Lets say a small fleet of 4 people with 2 logis is able to burn down a fleet of 10, thanks to logi.
Now, take 2 of those 10 in the losing fleet and give them these missiles.
All the sudden, logi and active tank becomes useless.


This is basically a nerf to all forms of active rep, which would be a very unneeded buff to hull and armor buffer tanks.

Leto Aramaus
Frog Team Four
Of Essence
#14 - 2015-06-08 17:07:10 UTC
Not that Forumguy wrote:
Leto Aramaus wrote:


Dumb

- 1


No, it does not decrease the total armor or shield, nor does it create something you have to repair through before you gain an amount of repair. That's not what i am suggesting. what should happen is the next repair cycle will do 50 less in the repair cycle(As an example) , then go back to normal until another successful missile strike. The distortion effect would probably be chance based in its final product i imagine also.

I dont know how more plainly i can say it, since no one is actually reading me and jumping to conclusions i can only type

100-50 = 50 , that's still equals to a gain* of 50 repair for duration. (so your still repairing in your repair cycle)



Not sure if you're clueless, or just can't express your idea properly...

How does your "distortion" effect get measured/calculated, if not with a new value on each ship?

Is he trolling me? I always suspect trolling when people say things that are this stupid. =\

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#15 - 2015-06-08 17:12:12 UTC
the problem I have with these ideas is this: Does anyone bring in to the account this ability would be given to NPCs which can hit you with so many missiles you cant see your ship?

TL:DR if the ability which we know CCP would, give it to NPCS that would make running anything but belts impossible, and even belts would have to have a break unless the ability goes away between salvos.

as for pvp, I can see ships with aux highs having missile launchers just to combine this affect with their main guns rather then using neuts or some other weapons which those ships that have mixed highs

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Not that Forumguy
Hedion University
Amarr Empire
#16 - 2015-06-09 19:45:07 UTC
Joe Risalo wrote:
Leto Aramaus wrote:
So this idea basically ads a 4th type of HP to a ship. A "ghost HP" if you will, or even, "anti-HP" that counts upwards from 0 instead of counting down from a specified value.

Ship has 1000 shields, armor and hull, all as normal.

Incoming special-snowflake missile does 100 damage (+50 anti-HP).

Ship now has 900 shields (with 50 anti-HP).

Incoming remote rep must now deplete the "anti-HP" to 0 before any repairs are applied to the shields. So 1 cycle of shield transfer for +100 shield, actually only gives +50 shield, bringing ship back to 950 shield.

If created... these missiles would either:

1. Have high enough DPS to be insanely OP, and be the only thing worth using in fleet fights where there is Logi
2. Have such low DPS that they are useless and just another un-used garbage weapon that people cry for buffs once in a while (FoF missiles)
3. Or their DPS is balanced to pretty much be no different than a normal weapon system and ends up being no better or worse against logi than normal DPS, but with a stupid, new number to keep track of.

Dumb

- 1


this comment is close to right, but leaves out a very important factor.

Fleets.


Lets say a small fleet of 4 people with 2 logis is able to burn down a fleet of 10, thanks to logi.
Now, take 2 of those 10 in the losing fleet and give them these missiles.
All the sudden, logi and active tank becomes useless.


This is basically a nerf to all forms of active rep, which would be a very unneeded buff to hull and armor buffer tanks.



These objections are an over-reaction, its simply less repair then what would have been uninterrupted, no missile will completely abolish repair altogether i never said that or suggested it.
Not that Forumguy
Hedion University
Amarr Empire
#17 - 2015-06-09 19:46:46 UTC
Agondray wrote:
the problem I have with these ideas is this: Does anyone bring in to the account this ability would be given to NPCs which can hit you with so many missiles you cant see your ship?

TL:DR if the ability which we know CCP would, give it to NPCS that would make running anything but belts impossible, and even belts would have to have a break unless the ability goes away between salvos.

as for pvp, I can see ships with aux highs having missile launchers just to combine this affect with their main guns rather then using neuts or some other weapons which those ships that have mixed highs


No this would not be given to NPC's lol, this is a player only missile if that is the concern its rather strange i dont see why npc's would be given them.
Not that Forumguy
Hedion University
Amarr Empire
#18 - 2015-06-09 20:02:30 UTC
Leto Aramaus wrote:
Not that Forumguy wrote:
Leto Aramaus wrote:


Dumb

- 1


No, it does not decrease the total armor or shield, nor does it create something you have to repair through before you gain an amount of repair. That's not what i am suggesting. what should happen is the next repair cycle will do 50 less in the repair cycle(As an example) , then go back to normal until another successful missile strike. The distortion effect would probably be chance based in its final product i imagine also.

I dont know how more plainly i can say it, since no one is actually reading me and jumping to conclusions i can only type

100-50 = 50 , that's still equals to a gain* of 50 repair for duration. (so your still repairing in your repair cycle)



Not sure if you're clueless, or just can't express your idea properly...

How does your "distortion" effect get measured/calculated, if not with a new value on each ship?

Is he trolling me? I always suspect trolling when people say things that are this stupid. =\



Well i stated it quite clearly, i carn't improve your ability to comprehend it other then suggest a class in basic mathematics,

So if the repair is of a value of 100 and the missile does 50 distortion, the repair amount is 50, well it gets added to ships with a bit of math, a bit of coding, and a lot of coffee. How did ship skins get recently introduced ? hmmm i wonder if that was a new value/code on each ship ?
James Zimmer
Republic University
Minmatar Republic
#19 - 2015-06-09 20:37:10 UTC
Not that Forumguy wrote:
Joe Risalo wrote:
Leto Aramaus wrote:
So this idea basically ads a 4th type of HP to a ship. A "ghost HP" if you will, or even, "anti-HP" that counts upwards from 0 instead of counting down from a specified value.

Ship has 1000 shields, armor and hull, all as normal.

Incoming special-snowflake missile does 100 damage (+50 anti-HP).

Ship now has 900 shields (with 50 anti-HP).

Incoming remote rep must now deplete the "anti-HP" to 0 before any repairs are applied to the shields. So 1 cycle of shield transfer for +100 shield, actually only gives +50 shield, bringing ship back to 950 shield.

If created... these missiles would either:

1. Have high enough DPS to be insanely OP, and be the only thing worth using in fleet fights where there is Logi
2. Have such low DPS that they are useless and just another un-used garbage weapon that people cry for buffs once in a while (FoF missiles)
3. Or their DPS is balanced to pretty much be no different than a normal weapon system and ends up being no better or worse against logi than normal DPS, but with a stupid, new number to keep track of.

Dumb

- 1


this comment is close to right, but leaves out a very important factor.

Fleets.


Lets say a small fleet of 4 people with 2 logis is able to burn down a fleet of 10, thanks to logi.
Now, take 2 of those 10 in the losing fleet and give them these missiles.
All the sudden, logi and active tank becomes useless.


This is basically a nerf to all forms of active rep, which would be a very unneeded buff to hull and armor buffer tanks.


Y
These objections are an over-reaction, its simply less repair then what would have been uninterrupted, no missile will completely abolish repair altogether i never said that or suggested it.


Then how about this? 200 ships are shooting a Titan, but ut's recieving reps and holding, then a Kestral comes in and starts shooting these missiles at it. The Titan gets 50% reps, causing its tank to collapse and it dies. Would that be an over-reaction?

I can see some value to something like this, but I feel that in large fights it would be impossibly hard to balance.
Not that Forumguy
Hedion University
Amarr Empire
#20 - 2015-06-09 23:01:01 UTC  |  Edited by: Not that Forumguy
James Zimmer wrote:
Not that Forumguy wrote:
Joe Risalo wrote:
Leto Aramaus wrote:
So this idea basically ads a 4th type of HP to a ship. A "ghost HP" if you will, or even, "anti-HP" that counts upwards from 0 instead of counting down from a specified value.

Ship has 1000 shields, armor and hull, all as normal.

Incoming special-snowflake missile does 100 damage (+50 anti-HP).

Ship now has 900 shields (with 50 anti-HP).

Incoming remote rep must now deplete the "anti-HP" to 0 before any repairs are applied to the shields. So 1 cycle of shield transfer for +100 shield, actually only gives +50 shield, bringing ship back to 950 shield.

If created... these missiles would either:

1. Have high enough DPS to be insanely OP, and be the only thing worth using in fleet fights where there is Logi
2. Have such low DPS that they are useless and just another un-used garbage weapon that people cry for buffs once in a while (FoF missiles)
3. Or their DPS is balanced to pretty much be no different than a normal weapon system and ends up being no better or worse against logi than normal DPS, but with a stupid, new number to keep track of.

Dumb

- 1


this comment is close to right, but leaves out a very important factor.

Fleets.


Lets say a small fleet of 4 people with 2 logis is able to burn down a fleet of 10, thanks to logi.
Now, take 2 of those 10 in the losing fleet and give them these missiles.
All the sudden, logi and active tank becomes useless.


This is basically a nerf to all forms of active rep, which would be a very unneeded buff to hull and armor buffer tanks.


Y
These objections are an over-reaction, its simply less repair then what would have been uninterrupted, no missile will completely abolish repair altogether i never said that or suggested it.


Then how about this? 200 ships are shooting a Titan, but ut's recieving reps and holding, then a Kestral comes in and starts shooting these missiles at it. The Titan gets 50% reps, causing its tank to collapse and it dies. Would that be an over-reaction?

I can see some value to something like this, but I feel that in large fights it would be impossibly hard to balance.


Its 50 less not 50% less i never said it was a percentage, and it is just an example, i used 100 and 50 for ease of reading. so in this case small missiles to larger missiles would have lower to higher values, and also i have to remind that the disruption would be chanced based anyway, also only one disruption effect would take place at anytime regardless of how many are shooting the target, after the repair cycle does 50 less the disruption ends, until another missile strike successfully adds the disruption effect.

And yes it is an over-reaction when people choose to argue a point with a situation that would never see the light of day.
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