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Player Features and Ideas Discussion

 
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proposal for a new weapon system

Author
Joshua MIstweaver
The Tuskers
The Tuskers Co.
#1 - 2015-09-29 23:10:49 UTC  |  Edited by: Joshua MIstweaver
hey there,
I was thinking about eve guns and damage application a couple of days ago when this came to my mind.
I found what was lacking in eve was a weapon system that increases the damage output over time while being fired at a target, similar to smth like the Dust514 laserrifle for example.
A weapon like this would open up some interesting and fun options and adding to the gameplay in a positive way. so heres the idea:


- core feature: the weapon does increased damage over time when shot at a given target.

- drawbacks: the cap consumption increases drastically too

- the damage built-up is reset when the weapon is turned off or the attackers lock breaks etc.

variations of the idea are:

ammo consumption increases drastically. other drawbacks could be a speed reduction or other restrained ship movement when having the weapon active.

I was thinking a good timeframe for peak damage to be achieved could be smth like 30 seconds maybe a little more even.

the target shot upon would have some indication of the increasing damage (visually from the incoming weapon effects for example)

the weapon could have a fixed range without falloff wich would make it possible to dodge the damage increase by getting out of range thus resetting the damage build up.

the weapon system could automatically build up heat and instead of using ammo needed be repaired. greedy shooters would risk breaking the weapon by overheating.

i dunno if its possible to do the increased damage over time, implementation wise, in eve but there could maybe be a way to increase the rate of fire or other parameters to achieve a similar effect.

I was imagining a fleet fight where the logi had plenty time to lock a fleetmember for repping but struggling with the damage build up of incomimg fire. kinda as a contrast to alpha damage weaponry. Or a scenario where the logibros would actually energytransfer to the dps wing so that they could keep up their built up damage projection.

that weapons system would need a cool name too. i was thinking that a LASER or energy-beam type of weapon would come to mind first so i made up my mind in the other direction and came up with a micromissile swarm (always loved those in the movies. macross etc.) so the name i would give that thing would be smth like: "Impact Multiplying Micro-Missile Launcher"


how do you like the idea?
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#2 - 2015-09-30 00:40:31 UTC
The issue with DoT is that it requires a call from the server every tick to do math to increase the damage. With a single or even a dozen players this might not be bad. But with 500 or more players suddenly the game is doing 500 additional calls a second and until the brain in the box is implemented it has to call to the skills as well to check what multipliers to apply. So this rapidly would become 10x as many calls per tick.

Basically long story short this would cause lag to happen in larger battles. It works in Dust because your running and instance with just a couple dozen players. Further those players typically dont all spec for the same build which is very common in eve fleet doctrines.

As for RoF you're looking at a max of 1 shot per second as that is as fast as a tick goes in eve.

As for how the weapon functions and if it would still be good regardless of technical limitations thats tough to say. It would be difficult to balance something from being easy to escape to counter the massive DPS it could potentially put out over time. Further this would degrade high HP targets in the meta aka capital ships, though that isn't to say that other classes wouldn't suffer as well. For instance multiple frigates could likely make much easier work of BC and BS than they could before and this issue would only get multiplied on cruisers or especially T3 platforms.

Having said that this might still be something we could see on a deployable platform or as a structure weapon.
Amarisen Gream
The.Kin.of.Jupiter
#3 - 2015-09-30 07:48:39 UTC
As new weapon system I would have to say no.

But a a future change to the way laser weapons work I would be, drooling over this change.
3 Weapon systems have instant damage
1 weapon system has delayed damage
1 has delayed starting than instant

I think that once brain in the box came out, this would be amazing change for laser weapons. Specially for beam lasers -

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

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Joshua MIstweaver
The Tuskers
The Tuskers Co.
#4 - 2015-09-30 20:00:53 UTC
ye i see the problems with constant damage application. but it wouldnt need it really, a short cycle time of 3-4 seconds would work too. dunno if its possible to change the damage done by the module from cycle to cycle, a workaround over ammo or scipts may be possible?!

such a weapon system would make using ewar against fleets a little more viable too esp. the burst/multipe target stuff.

linking damage output to cap usage can only be interesting as youd have to make tradeoffs and decide intelligently when stopping or have massive local cap boosting wich would cut into your tank/utility or get remote help.
Donnachadh
United Allegiance of Undesirables
#5 - 2015-10-01 14:13:01 UTC
Not a fan of this, can you say gankers new favorite weapons. To prevent that the starting damage level and the time required to build to max would have to be balanced so the total damage done over the first 15 to 20 seconds of firing was identical to current weapons systems. It could be done easily but how would that affect the weapons use in other areas of the game?

Some further thought for discussion.

The logi side has me wondering as well. There is much angst about logi and how it has become a required portion of fights and there are many proposals being put forth on how to minimize the affect of logi. Yet these weapons would place even more emphasis on logi to be used for cap transfer and increasing the need for remote reps.

Since reloading breaks the firing sequence would the damage reset every time the weapon had to be reloaded?

I know that EvE is not about being true to real life but virtually every weapons system in existence has constant damage over time or in many cases even reduced damage over time due to heat build up. Just wondering how you justify these weapons going opposite to that?
Daichi Yamato
Jabbersnarks and Wonderglass
#6 - 2015-10-01 15:37:04 UTC
I dislike the concept as its a bit gimmicky. But these would make outstanding structure bash weapons.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Kenrailae
Center for Advanced Studies
Gallente Federation
#7 - 2015-10-01 15:52:47 UTC
I don't see a consideration made for tracking. It seems something of this sort would have inherently bad tracking compared to a similar 'sized' weapon?

The Law is a point of View

The NPE IS a big deal

FT Diomedes
The Graduates
#8 - 2015-10-01 18:16:01 UTC
Kenrailae wrote:
I don't see a consideration made for tracking. It seems something of this sort would have inherently bad tracking compared to a similar 'sized' weapon?


That's interesting, because in my mind the lore justification for increased damage would be that the laser was getting increasingly focused and more accurate over time.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Joshua MIstweaver
The Tuskers
The Tuskers Co.
#9 - 2015-10-01 18:54:03 UTC
id say tracking and "size" of the weapon would be equal to others in its class (a small tad better then rails is what i feel would work).

dont get me wrong this aint no idea to just theorycraft some OP weapon. the stats dont matter at this point. its just the idea that i feel would augment weapon applications we so far have in eve.

regarding ammo id either say none at all (cap), or cap boosters (could work like ASBs where the gun starts using enourmous amounts of cap once the boosters run dry) or just a regular ammo type (as the rate of fire would be fixed the max amount of ammo loaded would increase with skills and thus elongating the total weapon firing time)

if we consider peak damage reached after 30secs for example id say ammo should make the gun run for 1:30 and with max skills for 2:00mins or smth around that line.

Quote:
Donnachadh: The logi side has me wondering as well. There is much angst about logi and how it has become a required portion of fights and there are many proposals being put forth on how to minimize the affect of logi. Yet these weapons would place even more emphasis on logi to be used for cap transfer and increasing the need for remote reps.


i dont consider myself having angst about logi and this weapon type would (if well balanced) neither favour a pro-logi or contra-logi side. what it would do tho, it would change the way fleets equipped with this weapon would call their damage. at the moment what i feel happpens often is that a target is called and if its not downed very quickly and/or catches reps another target would be called primary. as soon as the main damage is applied both the dps and opponents logi side know if that target can be held up by reps or not. if the reps hold a target caller can choose to either make his dps wing overheat for that tad more damage or quikly switch to another target to down it before reps land.
the increased damage over time would change this up a little. could be fun for the logi wing too.

Rawketsled
Generic Corp Name
#10 - 2015-10-04 22:21:58 UTC
Make it only fittable on the Revelation.