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Player Features and Ideas Discussion

 
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Armor Plating Customization

Author
Datu Agimat
Crystal Millennium
#1 - 2015-06-22 18:00:34 UTC
After having much fun with the Reactive armor hardener, I was wondering if it was possible to have armor plating that the player could build to a specific specification.

For example:

Energized Adaptive Nano Membrane I
- 15% resistance for each damage type.

What if you could have customized Armor Plating that you can customize during manufacturing?
For example:
Energized Custom Nano Membrane I
- Total of -60% resistance that can be spread across the 4 damage types. Upon manufacturing, you set what allocation you want (ex. -60% in EM? -15% for each damage type? -30% across 2 damage types?)
- Can only equip a single instance on a ship. Does not matter if they have different resistance settings.
- Resistance is determined by secondary materials added. You need to add an energized (or non-energized?) version to the manufacturing cost to determine the allocation:

  • Ex. Adding 4 x Energized Explosive Armor Plating will force all 60% resistance into Explosive
  • Ex. Adding 2 x Energized Explosive Armor Plating and 2 x Energized EM Plating will set resistance to 30% Explosive, 30% EM
  • Ex. Not adding any Armor Platings will default the armor to -10% across each damage type.


There are still some challenges I see with the above:
1.) How is item balance affected? I hope the fact that it requires the lower-tier armor platings mean that those should continue to see usage both from a fitting cost perspective and a manufacturing cost perspective. I do have some concerns with the regular platings as if you max it out, you clearly outstrip even a T2 plating but given you need to feed platings to upgrade it, it should still keep the market going but I still see balance issues there.
2.) How would this be implemented technically? Invention already uses Decryptors to affect the outcome of an item so it "conceptually" should be similar to invention but I don't know how easy it would be to use. Limiting it to only increments of -15% "should" simplify it I hope.

Hopefully someone at CCP can give this a read and at least think about the concept. Would certainly give me something extra to manufacture and play around with.

Any suggestions on adjusting balance would be welcome.
shimiku
Zircron Industries
#2 - 2015-06-22 18:06:40 UTC
whats wrong with reactive armor hardener i know they change every cycle but its basicly the same
Ellendras Silver
CrashCat Corporation
#3 - 2015-06-22 18:07:29 UTC
i think this would be too strong as you can get high resist customized on missions with less slots so you can fit more for damage (exactly the reason you want it i guess)

[u]Carpe noctem[/u]

Ellendras Silver
CrashCat Corporation
#4 - 2015-06-22 18:08:35 UTC
shimiku wrote:
whats wrong with reactive armor hardener i know they change every cycle but its basicly the same


no it is not, if you get 95% expl and 5% kin damage, it reacts the same as if you get 50% expl and 50% kin damage + it uses significantly amount of cap

[u]Carpe noctem[/u]

Datu Agimat
Crystal Millennium
#5 - 2015-06-22 18:47:41 UTC
Ellendras Silver wrote:
i think this would be too strong as you can get high resist customized on missions with less slots so you can fit more for damage (exactly the reason you want it i guess)


Not really. Reactive Hardeners already do the same. You can hit 60% resist on a single damage type if that's all the NPC fires (it's rare, but I've had it happen) so it's not "too strong" but "just as strong" as the reactive one. My hope is that the fact it's fixed to a single type rather than dynamic means it shouldn't displace the reactive hardener

The problem is given the stats, it has the potential to displace the normal hardeners and platings (which peak at 37.5% i believe). Would people still even use them given they can hit high single resists? Which is why my suggestion/idea is that to construct the new Plate, it has to be fed with energized platings. The quantity of which, I have no idea. My suggestion was that to max out a single resits, you have to feed it T1 energized plates of that resistance type. Perhaps feeding them with T2 hardeners or T2 plates will keep balance intact? Or maybe lower the resistance bonuses?

Ex.
Base resists with feeders (i.e. equal amount of each T1 energized resistance plate):
- 20% per damage type (just a little bit better than a regular energized adaptive plate)
Resists on a single damage type (i.e. max amount of feeders for a single resistance type)
-40% resist (just a little bit better than a T2 energized plate)
Base resists with no feeders
- 12% per damage type (weaker than a regular Energized Adaptive plate

OR

Maintain the original resistance values from the original post but change the feeders to T2 energized resistance plates.

The fact you can only equip a single one on a ship similar to the reactive hardener should hopefully make it semi-balanced?
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#6 - 2015-06-22 19:48:29 UTC
I'd rather the current RAH be tweaked to only shift resistance when cycling and hold current resists when stopped.
Ellendras Silver
CrashCat Corporation
#7 - 2015-06-22 19:56:01 UTC
Datu Agimat wrote:
Ellendras Silver wrote:
i think this would be too strong as you can get high resist customized on missions with less slots so you can fit more for damage (exactly the reason you want it i guess)


Not really. Reactive Hardeners already do the same. You can hit 60% resist on a single damage type if that's all the NPC fires (it's rare, but I've had it happen) so it's not "too strong" but "just as strong" as the reactive one. My hope is that the fact it's fixed to a single type rather than dynamic means it shouldn't displace the reactive hardener

The problem is given the stats, it has the potential to displace the normal hardeners and platings (which peak at 37.5% i believe). Would people still even use them given they can hit high single resists? Which is why my suggestion/idea is that to construct the new Plate, it has to be fed with energized platings. The quantity of which, I have no idea. My suggestion was that to max out a single resits, you have to feed it T1 energized plates of that resistance type. Perhaps feeding them with T2 hardeners or T2 plates will keep balance intact? Or maybe lower the resistance bonuses?

Ex.
Base resists with feeders (i.e. equal amount of each T1 energized resistance plate):
- 20% per damage type (just a little bit better than a regular energized adaptive plate)
Resists on a single damage type (i.e. max amount of feeders for a single resistance type)
-40% resist (just a little bit better than a T2 energized plate)
Base resists with no feeders
- 12% per damage type (weaker than a regular Energized Adaptive plate

OR

Maintain the original resistance values from the original post but change the feeders to T2 energized resistance plates.

The fact you can only equip a single one on a ship similar to the reactive hardener should hopefully make it semi-balanced?


yes you can get 60% res IF they only do one type of damage but if its 2 its 30% per damage type if it is 3 sources its 20% and if it is all damage types you get 15% each like i said it doesnt matter how much damage you get just how many different types.

your passive idea works way better and is free of cap use and therefor i say it is OP

[u]Carpe noctem[/u]

Raven Etherflame
Phayder Research
#8 - 2015-06-22 20:55:36 UTC
That should be Tier 3 Adaptive Membrane.
FireFrenzy
Cynosural Samurai
#9 - 2015-06-24 13:20:55 UTC
I just dont see why i'd want to have these things? i mean sure its 60% to one resist but a single active hardner or a faction passive hardner isnt TO far from that number and if you want to make them a bit fancier you can easily get 60% resist for one thing out of a single lowslot...
Aeon Veritas
Federal Navy Academy
Gallente Federation
#10 - 2015-06-26 07:33:18 UTC
OP not supported, I think the RAH does that job already fine and that kind of "merging manufacturing" is quite confusing.

But...
Corraidhin Farsaidh wrote:
I'd rather the current RAH be tweaked to only shift resistance when cycling and hold current resists when stopped.
This is actually an interesting idea.

So fight starts, module is activated and starts to build up the resit profile. Then either you decide to enter the static phase or the phase is entered because you run out of capacitor -> resist profile is locked for 60sec, the module can't be reactivated during that phase.
After the static phase the module is offline and provides no resist boost.
When its reactivated it starts from 15% for all resits again.

60sec are plenty of time, even enough for the rapid launcher to reload and do a reasonable amount of damage to the uncovered resits.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#11 - 2015-06-26 07:50:06 UTC
Ellendras Silver wrote:
i think this would be too strong as you can get high resist customized on missions with less slots so you can fit more for damage (exactly the reason you want it i guess)

Missions? Try enemy doctrines.

Such mod would be indeed very powerful.