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Player Features and Ideas Discussion

 
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Another use for coolant

Author
Ghaelmash Hakaari
Galactic Deep Space Industries
Brave Collective
#1 - 2015-10-07 13:29:09 UTC
My idea is to create a new ship equipment that use coolants (from PI) to eliminate the heat generate during the overload of a module. What do yuo think guys about my idea?
Frostys Virpio
State War Academy
Caldari State
#2 - 2015-10-07 13:45:39 UTC
Ghaelmash Hakaari wrote:
My idea is to create a new ship equipment that use coolants (from PI) to eliminate the heat generate during the overload of a module. What do yuo think guys about my idea?


Completely remove or reduce it by X%?
Ghaelmash Hakaari
Galactic Deep Space Industries
Brave Collective
#3 - 2015-10-07 14:02:17 UTC  |  Edited by: Ghaelmash Hakaari
Maybe make 3 variant of it and like the ancillary armor repairer:
SMALL -> use 1 coolant and remove 25% of heat and a recharge cycle of 30 seconds;
MEDIUM -> use 3 coolants and remove 50% of heat and a recharge cycle of 1 minute;
LARGE -> use 5 coolants and remove 75% of heat and a recharge cycle of 2 minute;
CAPITAL -> use 10 coolants and remove 100% of heat and a recharge cycle of 5 minute.
Or instead remove only a fraction of heat can use more coolants (3, 5, 7, 15-20 for small, medium, large and capital) and remove 100% of heat. Must balance this aspect with some experiment...

The name of the module can be " Emergency Coolant Injector (ECI)"
Aivlis Eldelbar
State War Academy
Caldari State
#4 - 2015-10-07 14:22:12 UTC
I don't see the rationale behing having the dissipatio scale upwards in larger ships. First because the larger the flat power of the modules being heated, the larger the improvement you get by overheating. Perma-OH capitals and supers would be ridiculous.
And secondly because realism (yeah, I know), larger ships should be harder to cool due to increased thermal capacity.
HandelsPharmi
Pharmi on CharBazaar
#5 - 2015-10-07 14:29:07 UTC  |  Edited by: HandelsPharmi
I could replace one resistance module with a "coolant" module and force myself to overheat the remaining modules.

Or I would NOT change my fitting, have no need to overheat and would have less risk than now.

Nice idea, but to difficult to implement it...


How would it differ between low, med and highslot heat?
Leto Aramaus
Frog Team Four
Of Essence
#6 - 2015-10-07 14:30:31 UTC
I don't hate this idea.

It already gimps a fit by taking a slot (H/M/L?), but I'd suggest at least one other drawback of some kind.

Then it could be interesting if combined with things like polarized guns. You could run this module and 3x damage modules with polarized guns for max gank, letting you overheat as long as possible. RIP freighters? (I don't know if this would be any better than current catalyst gank mechanics)

But...

-1 because let's UPDATE our actual game engine and BALANCE existing ships and items instead of adding new things, as always
Frostys Virpio
State War Academy
Caldari State
#7 - 2015-10-07 14:43:23 UTC
Aivlis Eldelbar wrote:
I don't see the rationale behing having the dissipatio scale upwards in larger ships. First because the larger the flat power of the modules being heated, the larger the improvement you get by overheating. Perma-OH capitals and supers would be ridiculous.
And secondly because realism (yeah, I know), larger ships should be harder to cool due to increased thermal capacity.


Larger thermal capacity should also make you heat up slower so it kind of balance out.

The real issue with this idea I see is ships that already have bonus to heat generation. Would we be getting perma heated T3D and T3C?
Ghaelmash Hakaari
Galactic Deep Space Industries
Brave Collective
#8 - 2015-10-07 15:33:39 UTC  |  Edited by: Ghaelmash Hakaari
Maybe the bigger is the module slower is the rate of heat dissipation. for the drawback maybe increase the heat damage take by module for a x%. For the slot maybe a H is a good idea... Remember that a coolant is 1,5 m3 and you can't transport a lot of this in a t3d or t3c...
Celthric Kanerian
Viziam
Amarr Empire
#9 - 2015-10-07 19:20:00 UTC
This would just remove the entire consequence of overheating a module. Why not just remove the entire heat damage system then?

Just no.
Lugh Crow-Slave
#10 - 2015-10-07 22:58:50 UTC
currently heat is balanced based on there not being such a thing adding such a thing will just mean you have to carry this **** or your going to burn out your mods mighty fast

-1
Justin Cody
War Firm
#11 - 2015-10-07 23:43:02 UTC
maybe have it be a consumable for polarized guns/launchers the way nanite paste is for ancillary armor reps
Kenrailae
Center for Advanced Studies
Gallente Federation
#12 - 2015-10-08 01:17:48 UTC
I actually kinda like this idea.



Yes, I agree it is more important to balance and fix what is already broken, but this could provide some meaningful choices and strategies at a later point.

The Law is a point of View

The NPE IS a big deal

Minty Aroma
Deep Core Mining Inc.
Caldari State
#13 - 2015-10-08 04:28:08 UTC
That... is actually an idea I really like.

Haven't got a clue on how to properly balance it though!
elitatwo
Zansha Expansion
#14 - 2015-10-08 07:17:19 UTC
...and with all that coolant as cool as it sounds we gradually pod ourselves out of the ship we are flying because of radiation poisoning.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever